Is it possible to update the' position/rotation of an object in a running game by setting its properties in the editor. In other words, when I change something in Unreal editor I'd like to see it change immediately in a running instance of the game.
Yes, it is possible. Steps to do so (tested in 3rd person template, UE 1.17)
Play in editor
Hit Shift + F1 to show mouse cursor and unlock from viewport
Click on Eject button (it is on upper toolbar where Compile, Play and Launch buttons are.
Click on mesh on scene and edit it's properties
Hit Posses button (now instead of Eject)
Play in modified world
Be aware that editor will show some warnings if you move Mesh with Static Mobility. Also, shadows could be off (especially if you are using pre-built lighting).
EDIT: there is another procedure: instead of PIE, you can start Simulate (Alt + S). Then you don't need to do Unposses / Posses actions, just edit properties. There is a catch - your game needs to be playable in Simulate mode. From my experience, due to various reasons I couldn't run one of my game in Simulate, so I had to repeat that 6 steps I mentioned earlier.
Related
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)
I'm attempting to follow a beginner tutorial on UE5 but I'm currently stuck very early on.
Since I'm using an AZERTY keyboard I'm trying to change the control of UE to fit my needs, I had no problems re-binding the viewport camera controls, but once I click "Play", the camera actor is only responding to WASD controls, and I cannot find a way to switch it to ZQSD.
The project I'm on is a simple blank Game template, so there is no actual PC when I click play, it's just a camera that I'm trying to control to move around my world.
As suggested in several other posts, I tried going to Edit > Project settings > Engine > Inputs > Axis Mappings and creating a MoveForward mapping for Z with 1.0 scale (and for S with -1.0 scale, on my second attempt) but nothing is doing the trick...
Looking for some help on that one, thanks!
If you have not provided an Overridden Pawn for the PlayerController to possess in the GameMode Override default classes. You will have spawned a DefaultPawn.
The DefaultPawn has hard coded Input Controls that cannot be changed.
I suggest that you create your own Pawn with its own Controls that you can then decide on what Input Keys manage particular Input Actions.
I don't know if this is some sort of bug or (which is likely) I'm doing something wrong, but I have two scenes.
menuScene is a starting point and it suppose to have nothing but canvas with some input fields, sliders, labels and a button.
Clicking the button moves to gameScene, which (by default) contains some objects.
This is what I see when I run the project:
What do I need to do to make only menuScene visible on launch?
In general: Unity 2020.1.0b12 is a BETA version and not unlikely to have a lot of bugs. If you are not investigating the most newest features but rather want to implement a serious project you should stick to the latest stable Unity Version (currently 2019.4 LTS).
You have opened both your Scenes in the Editor! In your Hierarchy I can see both scenes menuScene and gameScene.
In this case SceneManager.Load loads your already existing but currently unloaded (disabled) scene (basically only enables it) but keeps the other scene(s) in place.
Note that within the Editor Multi Scene Editing is possible and even if you then start the PlayMode both scenes are still there.
However, in a build later only the top-most scene of the list in the Build Settings is loaded in single mode!
The follow up error you got is due to your scenes not added to the Build Settings. Simply drag & drop your two scenes into the list in the Build Settings.
Then open only the first scene in the Editor (click Remove on the other ones) and then enter PlayMode again. Now it should load your scenes in single mode
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.
The Unity project I work on takes a moment to run after pushing Play. Often times I'll hit play, and while it's thinking, will click into another window (I'm always looking up data I need to verify in the game). So while I'm looking at something else or typing something, Unity will wrest control of the screen and force the cursor into Unity editor and make Unity the focused window on my screen once Play gets going.
Is there a way to turn this off? I want to be able to hit play in Unity editor, and be able to ignore it and have it run like any other window, doing its thing where I left it. I don't want play mode to force the Unity editor to become the focused window.
In recent Unity versions, the Game window has a dropdown that says Play Focused, change it to Play Unfocused.