I'm having a little problem.
When you start Unreal engine, you can select the type of your game.
I selected Third Person Shooter game basic stuff..(or something similar). But that's not the problem..
The problem is changing the character model..
I want to have my own character model(no need for animations for now) instead of the base one..
Well, I can put my character into the scene but I can't "stick" my character model with the main camera..
Just something like that..
(I know that this post is not about coding)
Could somebody help me with this please? There must be a way to do that.
First, you have to create a new pawn that has the character model you want attached to it. Then, you have to change the default pawn class in your world settings so it will spawn when the game starts.
Related
I am new to Unity, and I want to make a 3d character movement. Please help me. I have tried tutorials, but they don't work.
You first have to choose what kind of movement you want to accomplish i.e: 1st person, 3rd person etc. And saying that YouTube tutorials don't work definitely means you are missing something. Here are some good tutorials for different 3d movement. Please follow them thoroughly.
1st Person:
https://www.youtube.com/watch?v=_QajrabyTJc
https://www.youtube.com/watch?v=XAC8U9-dTZU
3rd Person:
https://www.youtube.com/watch?v=4HpC--2iowE
You can find a ton more movement systems on Google.
Your movement depends on your usage. You have to use a different approach if you want it to be Character Controller based than Rigidbody based. So learn the basics, and then experiment on your own until you are happy with it.
There are tons of ways to make a player move in 3D, and there are just as many tutorials that explain it. If you need a place to start, see the character controller component.
If you have a 3d model of the character, just add this component and it will start moving right away.
the gameobject does not have to have rigidbody or collider components, because it takes care of the whole character controller.
If I gave you a hand to get started, you can mark my answer as accepted, and vote it positively :)
I'm new to UE4 and I'm trying to make split screen view.
It is extremely simple in Unity, but I can't find anywhere how can I do it in Unreal. Help me please.
I'm a uni student newly studying Unreal, and I'm creating a vehicle game. Vehicles are set up a bit differently from "fps shooter", or "third person character" The ways you can use split screen is; by adding player starts to your game mode blueprint.
I'm quite new to Unity and there is one thing i couldn't think of how to make it and i couldn't exact information either so here i am. (sorry, my English is not perfect)
what i want to do is attaching a character to game object.
In my game, player(user) will control or steer the game object and the character attached to the game object just Looks as if it's riding or driving the game object.
(to help you understand, maybe you can imagine that player control a skateboard and there is a character on it)
So far, I tried 2 ways -
1. I made character as child of the game object, and gave an animation to the character but i found out it is not looks very natural.
2. I made a ragdoll and tried to attach it to the game object by using fixed joint between the game object and the character's feet but in playing mode, only ragdoll's feet was moving with the game object.
So I wonder if there is a good way to do it.
Anybody can give me an advice? I would so appreciate it.
Thanks in advance.
Your solutions is here, and its called IK:
1https://docs.unity3d.com/Manual/InverseKinematics.html
Invere kinematics isn't an easy topic and you will have to test it a lot(of course you could find some workarounds) but if you want the most elegant solution give it a try.
I have a question that is a little... complex
basically I want a gameObject (an enemy) "listen" to the sound of the player (footsteps, door opening, gunfire etc)
I could do this just fine by using:
>Collider[] hitColliders;
>hitColliders = Physics.OverlapSphere(transform.position, 10f,enemyLayer);
>
>for(int i=0;i<hitcolliders.Length;i++){}// Call Enemy Hear Player Function
However, the problem starts here:
I want the "sound" to be blocked by walls. At first, I thought I could use Physics.Linecast to do this. However, this means the sound could be blocked by a mere piece of pole, because Physics.Linecast only shoots a single, straight line.
What I want is player C could not hear anyone at all, but player A and B could still hear each other.
I hope you guys understand my question.
You could place the objects you want to block the soundwave on a specific layer. And just make the raycast ignore all other layers.
Leave all this Physic and other graphical stuff behind.
Create a separate logic for this behavior.
Create a big chess board (where x,y will be x,y position in you game) and add only sound-generators, sound-listeners and sound-obstacles.
Update this chess board each frame and create sounds, fly sounds, block sounds and listen to sounds and act appropriate as the real life actors.
This way you can add parameters to each obstacle, sound-generator and sound-listener so that all be configurable.
first time posting on stack and everything looks promising so far! I had a bit of a complicated question here so I'll do my best to provide exact details of what I'd like to get accomplished. I'm working with a third person controller in unity, so far everything is going great. I've dabbled with basic up and down platforms, a little glitchy but things work. Anytime my player runs through a mesh I make sure the mesh collider is working and a 'rigid-body' is attached set to Kinematic. Here's the kicker, in my game I have turning gears which the player can jump on. This is great except for the player doesn't turn with my gear, which would make sense according to my game-play. What would be the process for getting my character to interact with this animated mesh? I imagine some sort of script which my nooby mind cannot fathom at this point in my unity career. If anyone out there knows the solution to this, I would love to have any assistance, either way I'll plugging away at a solution. Thanks again!!
This is assuming that you're using the packages that ship with Unity3D, which it sounds like you are. After importing the Character Controllers package, you'll have a bunch of scripts in the Standard Assets\Character Controllers\Sources\Scripts folder, in the project hierarchy view. There's a script in there called CharacterMotor.js, attach that to the same GameObject you're running ThirdPersonController on.
Essentially this script adds more interactivity between the character and the scene. There's several methods inside this script that automatically move the character when in contact with a moving object (as long as it has a collision mesh) basically by inheriting the object's velocity.
If your gear/cog wheel has a proper collision mesh set up, adding this script to your character should be all that you require.