So basically I created the game mode, have set up my char and what not. In that game mode I made it so that I was using said char. Here is how it looks.
enter image description here
Now, when I click play, I don't actually get to posses the character. What happens is that I am still an observer, as if I didn't apply all those things in the settings. I can roam around at camera speed, but I don't get to control the char. Now if I press "Posses" I posses the character. The problem is is that nothing happens, like I have also added the movement and I still can't move, can't do anything. Any ideas?
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Im learning game developing and am now entering the camera follow subject, scrolled through a few tutorials and learned that I need a unity built-in utility called the Cinemachine, the concept seemed easy and I was pretty excited about implementing the cool camera following mechanism, but somehow, whenever I set my cinemachine follow target to the player(after adding the pixel perfect extension), it just keeps shifting my players coordinates, whether it being the x y or z ones, once it starts it cant even be stopped, as the only solution was to keep spamming CTRL+Z and reset it...(making a 2D game btw)
I tried changing some of the tags or changing the following target but all to no avail, even with other components, as long as I made it follow smth it would just disappear literally...
Expected some changes pr at least an improvement if I put other settings, but yea, sadly it didnt work
So we are developing our custom controller and Windows is realizing it as it should, it detects all the buttons and Throttle (Left pad).
All other software is also detecting it, even online testing tools like https://devicetests.com/controller-tester are recognizing and moving Left Pad.
The problem is that Unity's new Input System v1.4.3 is not recognizing Left pad movement. When I click "Listen" under binding tab Unity is recognizing all other buttons clicked except Left Pad movement. Tried it under action types value, button, also all of the control types and Unity is not realizing movement on Left pad.
Do you have any idea how to proceed with debugging this? We are lost.
Edit:
This is how Windows sees everything:
This is example of controller testing with devicetests:
But Unity recognized every input except left pad (or throttle as Windows sees it)
As we develop a little game with defold (defold 1.2.102 | defold editor 2) we encountered the following problem:
When we start our game the window shows everything we built properly and there are no build errors or error console logs. However there is no cursor. Neither on the levelscreen of the game nor on one of the other monitors. We added a keypress input for testing the buttons and it worked properly, but the problem remains: Where is our mouse pointer? Do we have to add or adjust it somehow?
Thank you for your help!
Are you running your game in fullscreen mode? Defold always hides the mouse pointer while running in fullscreen mode. You can add a game object with a sprite (or even better a gui box node) and let that follow the mouse coordinates and use it as a custom pointer for your game.
I'm extremely new to UE, and doing a few easy tutorials to get started, so I don't exactly know the correct terminology to use to help me find what I am looking for... Anyway, whenever I hit play and the game starts, my mouse disappears and I am only able to use the input that I set up; so my question is, even though I do not need mouse input for movement, as I am using WASD, how do I keep my mouse unlocked and available to move around without being locked to the camera?
When you hit play and the game starts, your mouse gets captured by the game to control the camera. If your play button is set to play in the viewport, you can release the mouse from the viewport by pressing Shift-F1. The game will still be running, but input (including from the keyboard) will be suspended and you can interact with the editor.
You can also change the default behavior of how the mouse is captured and it if is constrained to the viewport boundaries. To see these options, go into the project settings (settings button above main viewport/project settings...). On the left side of the project settings window, select 'Input' under the Engine heading. On the right side will be some mouse preferences that can change its behavior.
For instance, to allow the mouse to travel outside the viewport, change 'Default Viewport Mouse Lock Mode' to 'Do Not Lock'. I don't recommend this, but you might experiment with these to get a feel for what they do. Also, you might look up these settings in the Unreal documentation for more detail.
There are 3 blueprint nodes that change the input method:
Set Input Mode Game
Set Input Mode Game and UI
Set Input Mode UI
You want a combination of the second one and a "Show Mouse Cursor" node. However, if you are making an FPS and you use the mouse to look around, you may lose that ability with the second node above. It comes down to what your game is and how you want to use the mouse.
I had the similar issue. So I did something like this in Level Blueprints to achieve what I want.
There's a puzzle game called Zen Puzzle Garden, and I just wrote a program that solves the puzzles in the game. Right now, it does a brute force search for a solution, then spits out the necessary moves to solve the puzzle: up, down, left, and right.
But what I want is to run the game on my computer, and feed those moves from my program into the game, so I watch the game being solved automatically.
What is the easiest way to do this?
I should mention probably that my code is written in C.
System.Windows.Forms.SendKeys.SendWait("String you want");
Or
System.Windows.Forms.SendKeys.SendWait(Keys.Up.ToString());
Note that if you enter a string it will send the whole string. So you should probably make a switch/case to see what Key you want to compute.