How do you get the world location of a UChildActorComponent? - unreal-engine4

I'm attempting to create a weapon for my ACharacter in UE4. The weapon is a UChildActorComponent with a child class of AWeapon. The trouble that I'm currently having is that when I want to fire the weapon, I'm unable to get a start location.
tl;dr - How can I get the world location of a UChildActorComponent? Everything I've tried returns x,y,z(0,0,0).

Maybe you forgot to invoke:
MyChildActorComponent->AttachToComponent(GetRootComponent(), FAttachmentTransformRules::KeepRelativeTransform);

Related

what is the equivelant of get_global_pos from version 2.0 in 3.0?

I want to make a turret that is shooting lazers and i watched a tutorial on it. The person in the video used (scenename).position(get.node("Position2D").get_global_pos()) in order to spawn a projectile on the potition 2d. When i run this code, the game freezes and the debugger says "Invalid call. Nonexistant function 'get_global_pos' in base 2D". In the comments someone said that the tutorial is using 2.0 godot and that in 3.0 you dont use get_ and instead of pos you put potition, so i tried changing get_global_pos to global_position but it didnt work. i am very new to this and if you want any further information please let me know
As you already found out, global_position is the equivalent to get_global_pos.
The difference is, that global_position is no function but a member.
So instead of:
(scenename).position(get.node("Position2D").get_global_pos())
you have to write:
(scenename).position = get.node("Position2D").global_position

Unity - Navmesh event on navigation end

Is there a way to raise a flag on the Navmesh navigation end, or to use a callback when it finish?
I want to run a function when my objection reach to the desire position, I can check on every frame update if the navigation has finished but I want a more elegant and efficient solution.
Thanks.
It depends what you mean by "ends", if you want to know when a path is no longer available for the NavAgent, you can use pathStatus, for example you could write:
if(myNavAgent.pathStatus != NavMeshPathStatus.PathComplete) {
// Do stuff
}
If you me reaching a location such as a "waypoint" you can use myNavAgent.remainingDistance then check if it is less than a certain value.
Here's the unity NavAgent scriptingAPI doc link: https://docs.unity3d.com/ScriptReference/AI.NavMeshAgent.html
If this doesn't work, let me know!
I have Thought the same question and i couldn't find a callback, However i managed to solve with triggers. For example if my agent goes point a, i put trigger that position and when my agent touches it i stopped agent.

Change motion using script in Unity Editor

Hi how do we change motion in an AnimatorController using script in Unity Editor?
The red highlight is the one I'd like to change, but using script
My use case is to copy animations from one object, process the animation e.g. adding offset rotation, then add to another object. Since my object has many child objects, I need to create a script to automate this.
Changing the AnimatorController via editor scripts is always quite tricky!
First of all you need to have your AnimationClip from somewhere
// somewhere get the AnimationClip from
var clip = new AnimationClip();
Then you will have to cast the runtimeAnimatorController to an AnimatorController which is only available in the Editor! (put using UnityEditor; at the top of the script!)
var controller = (AnimatorController)animator.runtimeAnimatorController;
Now you can get all its information. In your case you can probably use the default layer (layers[0]) and its stateMachine and according to your image retrieve the defaultState:
var state = controller.layers[0].stateMachine.defaultState;
or find it using Linq FirstOrdefault (put using System.Linq; at the top of the script) like e.g.
var state = controller.layers[0].stateMachine.states.FirstOrDefault(s => s.state.name.Equals("SwimmingAnim")).state;
if (state == null)
{
Debug.LogError("Couldn't get the state!");
return;
}
Finally assign the AnimationClip to this state using SetStateEffectiveMotion
controller.SetStateEffectiveMotion(state, clip);
Note however that even though you can write individual animation curves for an animation clip using SetCurve unfortunately it is not possible to read them properly so it will be very difficult to do what you want
copy animations from one object, process the animation e.g. adding offset rotation, then add to another object.
You will have to go through AnimationUtility.GetCurveBindings which gets quite complex ;)
Good Luck!

Unity clone objects don't include scripts

Does anybody know how can I include scripts when my objects clone. In my game, I need to make that when my ball hit moving wall, then there is need to show new wall including my moving scripts. MY CASE: new wall is shown, but it is not moving.
Please help.
Kind regards
Well it is very easy.
First case: if you are using the prefab to instantiate, be sure to assign on the prefab your scripts.
Second case: if you are taking the template to instantiate directly from GameObject of wall, it should create the GameObject with exatly same scripts.
If it is still not moving, check in Inspector the cloned wall, if the scripts are enabled, and double check how the scripts work (maybe needs some initializing or whatever)
If your script is not on your prefab (for any reason), you can add via a script:
void CreateWall(){
GameObject obj = (GameObject)Instantiate(wallPrefab);
NewScript ns = obj.AddComponent<NewScript>();
}
The only advantage I could think about that way is that you can add specific components based on a specific situation. Say you want to add Script A if condition A or Script B if condition B:
void CreateWall(){
GameObject obj = (GameObject)Instantiate(wallPrefab);
switch(condition){
case A:
obj.AddComponent<ScriptA>();
break;
case B:
obj.AddComponent<ScriptB>();
break;
}
}

Adding videos to Unity3d

We are developing a game about driving awareness.
The problem is we need to show videos to the user if he makes any mistakes after completing driving. For example, if he makes two mistakes we need to show two videos at the end of the game.
Can you help with this. I don't have any idea.
#solus already gave you an answer, regarding "how to play a (pre-registered) video from your application". However, from what I've understood, you are asking about saving (and visualize) a kind of replay for the "wrong" actions, performed by the player. This is not an easy task, and I don't think that you can receive an exaustive answer, but only some advices. I will try to give you my own ones.
First of all, you should "capture" the position of the player's car, in various time periods.
As an example, you could read player's car position every 0.2 seconds, and save it into a structure (example: a List).
Then, you would implement some logic to detect the "wrong" actions (crashes, speeding...They obviously depend on your game) and save a reference to the pair ["mistake", "relevant portion of the list containg car's positions for that event"].
Now, you have all what you need to recreate a replay of the action: that is, making the car "driving alone", by reading the previously saved positions (that will act as waypoints for generating the route).
Obviously, you also have to deal with the camera's position and rotation: just leave it attached to the car (as the normal "in-game" action), or modify it during time to catch the more interesting angulations, as the AAA racing games do (this will make the overall task more difficult, of course).
Unity will import a video as a MovieTexture. It will be converted to the native Theora/Vorbis (Ogg) format. (Use ffmpeg2theora if import fails.)
Simply apply it as you would any texture. You could use a plane or a flat cube. You should adjust its localScale to the aspect ratio of your video (movie.width/(float)movie.height).
Put the attached audioclip in an AudioSource. Then call movie.Play() and audio.Play().
You could also load the video from a local file path or the web (in the correct format).
var movie = new WWW(#"file://C:\videos\myvideo.ogv").movie;
...
if(movie.isReadyToPlay)
{
renderer.material.mainTexture = movie;
audio.clip = movie.audioClip;
movie.Play();
audio.clip.Play();
}
Use MovieTexture, but do not forget to install QuickTime, you need it to import movie clip (.mov file for example).