You could add a Box/Sphere/Capsule in your Blueprint so it collides with the ray-cast. I now recall having this issue a long time ago with a weapon model, I ended up with a copy of the model non-skeletal since it didn’t need any of the skeletal info or animations when laying in the environment.
I’ll see if I can find a way that supports skel mesh collision too, I have not looked into how that is handled.
Hey 1 question. Why didn’t you make the Usable behaviour an interface? It only needs to provide a OnUse function and you wouldn’t need to put it in the actor class hierarchy, thus making actor types simpler.
Hi , i have a C++ question, i notice the GetLifetimeReplicatedProps method into ASCharacter class is not defined in the header but all compile fine. How this is possible? I used C++ years ago and i’ not remember all the advanced feature of the language, why we can omit the GetLifetimeReplicatedProps override definition in the header? Is because is override in the parent class (ACharacter)?
That function is indeed the exception to the rule. I believe this is thanks to the UnrealHeaderTool that runs before compilation and would add this definition.
Thx a lot, i really like how you have done it, very easy to read and understand and very small too which is really awesome, im excited for the next ones. Good job !
I have this set as true but in my project when i move the camera the character does not face that direction. Also i notice in your project when i set it to true, the character still faces the direction of the camera, but you just can’t look up and down.
Edit:
Use Controller Yaw Rotation is what i was looking for, when i disable it on the Survival Project the character does not rotate according to mouse movement. However, enabling/disabling this on my project has no effect. Any ideas?