Me and a friend made a while back for a project that we are no longer doing, so we decided to release it to the community for learning purposes, please note that it is not perfect but its a good example of how to make complex blueprints.
Model and texture work was done by myself and you have full rights to use it in your project if you wish along with the blueprint itself.
Unfortunately we are unable to provide any audio apart from the static so i have connected up the “starter music” to all stations, feel free to change in the blueprints components.
hello, firstly I would like to thank you a lot for your contribution
However, Im currently working on UE4 4.2 version. Because Im a student and I couldn’t resubcribe continously
I really hope that you can provide your work for my UE version. I think there is a convert project option in the launcher ?
I noticed the static is at full volume when you walk away, unlike the music. Couldn’t fix it. I figure, you’d take the 3d sound result volume and the static is then the inverse, (1 - volume). Easier to do in code I guess.
simply follow these instructions on WNOISE audio in the components tab.
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Brilliant. It works. One more thing, if you want to look into it- I can’t go back and tune the radio again. I added the R key in the blueprint, so I go in and tune the radio with R… come back out of that, and it’s not happening with F. No red blueprint events in the graph. If I was programming it would be easy to see, and that’s why I like c++. But blueprints thing is confusing. No key down event- that never happens in c++.
I just checked and it seems that bug is being caused by both enable and disable input. When we first used we had a trigger box to allow and disable input once we entered it, would prevent us from activating the radio from across the other side of the level, and for releasing it we removed it. So if you wish to carry on using the way it is, without needing a trigger box then use the following adjustments.
I just checked and it seems that bug is being caused by both enable and disable input. When we first used we had a trigger box to allow and disable input once we entered it, would prevent us from activating the radio from across the other side of the level, and for releasing it we removed it. So if you wish to carry on using the way it is, without needing a trigger box then use the following adjustments.
is really great, I downloaded it and am now taking a look through what you’ve made. The way the dials and station needle work is nice and simpler than I thought it would be.
The function after leaving the radio to get back into didnt work as you said yourself. i managed to find that on my own, other thing i noticed is that the movement speed is put back to a wrong speed when leaving the radio.
it is now set to 300 it is suppose to be 700.
i also added a hide character for myself cause i can see myself in First Person, and it sometimes stands in the middle of the screen when i enter the radio
but i have learned alot from blueprint. really nice job its super clear what everything does +1 Highly Aproved
I just checked and it seems that bug is being caused by both enable and disable input. When we first used we had a trigger box to allow and disable input once we entered it, would prevent us from activating the radio from across the other side of the level, and for releasing it we removed it. So if you wish to carry on using the way it is, without needing a trigger box then use the following adjustments.
Hi I’ve tried it in unreal 4.26 have done all the changes in post but the audio is not working for me… Any idea? I’ve trieddifferent thing without success, thanks!