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Lets Make: Pawn from Blueprint in a Blank Project

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    #16
    Originally posted by JamesG View Post
    Good idea about a tutorial that goes from blank to something useful. I'll see if I can put something like that together next week!

    We actually have something just like that already for C++ on the wiki, and a some of it still relevant if you are using BPs:
    https://wiki.unrealengine.com/First_...ter_(Tutorial)
    That would be super useful and very much appreciated. Thanks

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      #17
      I followed what you have and it kind of works, it spawns me inside the ground though, whether I use spawn from Player Start or from camera view. Also, the camera is constantly spinning right. Any suggestions?
      Last edited by zombie112; 03-24-2014, 11:48 PM.

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        #18
        Well I made something and here it is. Hope it helps



        Capsule
        Physics
        Simulate Physics true

        Angular damping 50
        Linear damping 5

        Collision
        Block All

        Spring Arm
        Camera
        Target Arm Length 0
        Camera Settings
        Use Controller View Rotation true

        Camera
        Camera Settings
        Use Controller View Rotation False

        And here is the script






        TA on :
        Assassins Creed Origins
        Assassins Creed Origins: Curse of the Pharaohs
        The Division 2

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          #19
          Awesome, that latest one works pretty well! it feels a little floaty, but it works!

          Comment


            #20
            Looking at the latest example I see a 'Get input axis move up' for the life of me I can't find out how to create this node. I'm able to create the move forward and the move right nodes though. What am I missing haha. Thanks

            Comment


              #21
              Rambo20 paste this and save it as thenamedoesnotmatter.ini ; Then Go To Edit>Project Settings>Engine>Input>import and then you should have it

              Code:
               
              [/Script/Engine.InputSettings]
              AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
              AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
              AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
              AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
              AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
              AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
              bEnableMouseSmoothing=True
              DoubleClickTime=0.200000
              ActionMappings=(ActionName="Jump",Key=SpaceBar,bShift=False,bCtrl=False,bAlt=False)
              ActionMappings=(ActionName="Jump",Key=Gamepad_FaceButton_Bottom,bShift=False,bCtrl=False,bAlt=False)
              ActionMappings=(ActionName="Crouch",Key=RightControl,bShift=False,bCtrl=True,bAlt=False)
              ActionMappings=(ActionName="Crouch",Key=C,bShift=False,bCtrl=False,bAlt=False)
              ActionMappings=(ActionName="Lclick",Key=LeftMouseButton,bShift=False,bCtrl=False,bAlt=False)
              ActionMappings=(ActionName="Rclick",Key=RightMouseButton,bShift=False,bCtrl=False,bAlt=False)
              ActionMappings=(ActionName="RollLeft",Key=Q,bShift=False,bCtrl=False,bAlt=False)
              ActionMappings=(ActionName="RollRight",Key=E,bShift=False,bCtrl=False,bAlt=False)
              AxisMappings=(AxisName="MoveForward",Key=W,Scale=1.000000)
              AxisMappings=(AxisName="MoveForward",Key=S,Scale=-1.000000)
              AxisMappings=(AxisName="MoveForward",Key=Up,Scale=1.000000)
              AxisMappings=(AxisName="MoveForward",Key=Down,Scale=-1.000000)
              AxisMappings=(AxisName="MoveForward",Key=Gamepad_LeftY,Scale=1.000000)
              AxisMappings=(AxisName="MoveRight",Key=A,Scale=-1.000000)
              AxisMappings=(AxisName="MoveRight",Key=D,Scale=1.000000)
              AxisMappings=(AxisName="MoveRight",Key=Gamepad_LeftX,Scale=1.000000)
              AxisMappings=(AxisName="LookUp",Key=MouseY,Scale=1.000000)
              AxisMappings=(AxisName="LookRight",Key=MouseX,Scale=1.000000)
              AxisMappings=(AxisName="MoveUp",Key=LeftControl,Scale=-1.000000)
              AxisMappings=(AxisName="MoveUp",Key=SpaceBar,Scale=1.000000)
              bAlwaysShowTouchInterface=False
              DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks
              ConsoleKey=Tilde
              bRequireCtrlToNavigateAutoComplete=False
              TA on :
              Assassins Creed Origins
              Assassins Creed Origins: Curse of the Pharaohs
              The Division 2

              Comment


                #22
                That's a different ini than you have in the first post, just a heads up.

                Comment


                  #23
                  Hey there! I like the way this is going, but my problem right now is that if i have the Capsule as the camera's parent, when I move my mouse to the side, the camera just keeps moving. I know why that is, but don't you have the same problem too? Considering we kind of have the same blueprint?
                  The weird thing is if I have the camera as the Capsule's parent, that problem isnt there, but I don't think having the camera as the game character's parent isn't right. Or is it?
                  Cheers.
                  Last edited by exodune; 03-27-2014, 07:21 PM.

                  Comment


                    #24
                    Wwell the .ini is very easy to make i think everyone can make it , the idea is to know what should be bound to axis and what to action .
                    + someone might want to name the input "askjh" instead of MoveForward. :P

                    exodune my hierarchy is Is
                    Capsule[ROOT]
                    ---Mesh
                    ---Springarm
                    -----Camera( the camera is attached to the springarm)
                    also check the rotate with controller settings
                    TA on :
                    Assassins Creed Origins
                    Assassins Creed Origins: Curse of the Pharaohs
                    The Division 2

                    Comment

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