My Daughter & I are making a game and new at it. We have gotten the charachter to do every attack we want except keeping the projectiles locked in a 360 degree plane around the character…regardles if the character walks up or down streets of rage/cult of the lamb style…but with gun projectiles…the forces tje character to be on the same left/right plane as enemys & or airborn enemies & shoot them out of the sky.
The character currently shoots almost inline with the mouse/future joystick…but also will shoot 3-dementionally away from camera or twords camera.
I believe the line intersect on the mouse needs a invisible plane that follows the character or some other method of aiming??
Short video shows the can to right can be shot (or if it was in air-it could NOT be because of 3d aim issue) and then the 2nd can in 3d space is able to be shot when we dont want it to be. Any help would be greatly appriciated.
This is what got me here! Thanks so much exceptionally fast response, Ill try it later tonight when I get home, and report back! This has gotta be the missing piece of the puzzle!
I guess I already had this & can show the Plane with the debug. (Huge THANKS to @Everynone so many of your guides/assistance here in the forum have gotten us so far!!!) The plane follows the characters socket and everything already I just had it visually off.
I just can’t get the projectiles to consistantly follow the mouse intersect with this setup after multiple attempts I believe is the only issue. Ill post the projectile setup later if I get a lunch today.
We want it to be Side Scroller style, and not be able to shoot the top can at all. Just a flat 2D plane of shooting. If going to shoot the top can have to walk up there and be parallel with it ( only able to shoot left/right/arc up around)
So just like any basic sidescroller locked to a single plane, but also able to walk around with that plane
Makes for an awesome mechanic of juggling the cans in the air with projectile hits… and if not aligned on the same plane… you have to dash up or down in 3D space to keep juggling comboing the cans…increasing your strenghth for melee combos.
I can’t recall how the axis were set up in the template, and can’t see it in your world. Maybe you need 0,1,0 as normal. Draw that plane to visualise it - it may be set to fully transparent here.
Yes I turned the plane color on/increased the alpha and its a perfect wall with the character in front, looks perfect (just like the previous post/video you made!) Its just the projectiles will not stay aligned with that plane…the projectiles act like a top down and not a Side Scroller like we want…even though we can walk through a 3D space…Ill try to post the blueprint to make more sense of it and have searched high and low for weeks for blueprints or a similar game and hope we can get this going, its like the last piece of the basic mechanics we were wanting.
I was just saying, the only diffrenct is the spring arm + camera angle to my character is at about 30 degrees.
So projectiles in your example are perfect
What you’re doing is unsafe and may backfire under certain conditions; avoid accessing stale data from other execution chains - cache it if must use it this way. While this is running on Tick, it will be fine here (most likely) but is simply bad practice.
And, as mentioned above, none of this is necessary - especially the trace. You already have all the data you need. No need to complicate things and waste cycles.
I also would like to acomplish 2 more things with it:
Get the mouse cursor/target to only pop up when holding a button down <-(easy) then to “Aim” & the Paper ZD actor to 180 & face the “Aim/Target”…
-The template I used has the spring arm rotate with the Paper ZD character, and using any Hit Result location/impact point > find look rotation > rotate actor also flips the Spring Arm/Camera…
Trying to keep this template camera setup, I cant seem to keep the camera from flipping to the opposite side of the character.
Heres some of the template camera normalizing function:
I also will add the aim/target at a set distace from the character upon holding aim button in future as you had shown me here in this thread thanks for that too!