Announcement

Collapse
No announcement yet.

Turret wont fire projectile

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Turret wont fire projectile

    So im setting up a turret which follows the players rotation and fires at him each time, iv set up the rotation and following fine by using a guide on youtube but he didnt explain how to do the projectile firing part, iv been trying to make it fire for the past 2 hours and the closest iv come is the projectile spawning but not moving, please help id appreciate it alot :s. Btw its a TwinStickShooter game and whenever i drag the projectile ingame and simulate it the projectile will fly off so i know it should move, its just that the blueprint doesnt make it fire off and spawn :S

    i have linked screenshots, showing the Turret Blueprint and the projectile blueprint, iv tried many different things but just dont have a clue why it wont work and where to go with it
    Attached Files

    #2
    Ok so iv figured out that it was the collisions on the projectile sphere mesh which was stopping it from appearing and firing, whenever i unticked 'worlstatic objects' in the collisions it would fire and even destroy itself when it hit the character pawn, the problem now is that it goes through all world static objects and just hits me, id like it to destroy whenever it hit world static objects. I thought it would be fixed if i turned collision off on the turret as id of thought that it would of spawned in a collision mesh and thats why it didnt fire but that wasnt the problem :S hmmmmmmmmmmm

    Comment


      #3
      Check out: https://docs.unrealengine.com/latest...ion/index.html

      I'd probably change the turret to a custom type (https://docs.unrealengine.com/latest...dtracechannels), then have projectiles overlap that and block everything else.
      Ian Shadden
      Technical Writer | Documentation

      Comment


        #4
        I changed it to custom and enabled/disabled some things, also I disabled the mesh of the turret in the blueprint instead of the actually mesh uploaded seperately in the content browser and it worked Thanks for the help the turret will be out of the way so having its collisions disabled doesn't really matter

        Comment

        Working...
        X