Yes, like I mentioned I have an invisible collision box setup on my player character class, it’s set to no collision and has as much functionality disabled as possible, it’s purely a placeholder for location to spawn a shield mesh and a few other functionalities, so theoretically yes just setup one x meters in front of your character, and use it as a location to move to
Just noticed you mentioned AI in a previous reply, is this dash mechanic meant for an NPC?
Yes this is for an enemy character in my game. I want it to function more like an attack than a dash.
Ok I will give this a try a in the morning. Thank you.
For AI instead of disabling input and character movement, try just setting max acceleration and walk speed to several times higher than default and use AI move to node in the BTT, if that doesn’t work maybe a temporary disable controller will be needed, then use the component move from a global function, play around with a combo of those functions you should be able to accomplish what your trying to do. My discord is ROFLMASER if you want to connect more directly for help
This strategy seems to be working. From here I think Im gonna make a component somewhat similar to your shield that searches for collisions. Would there be a way to force to the ai to stop moving on collision of a specific component? Bc I would need to do so on a collision with the player so that the rhino stops moving forward and can trigger the damage event. If not I may need to switch back to the timeline and figure out what the problem with the timeline is. I have to go to work so if I dont respond for a bit that is why. I am still a little confused as to why the timeline never worked but honestly at this point if I’ve found an alternative, the timeline is no longer a problem. Thank you so much for the help.
I would make said component have an overlap with whatever other component you need and set the actors max walk speed to 0 on overlap
For my shield component I technically have two collision boxes, one is a location holder for the shield mesh to spawn, the other is just in front of that box when they overlap the spawned shield mesh, they are set position to that second box, works pretty well for my setup if you need further help lmk and I’ll post my BP and some pics of how it’s setup in viewport maybe that will help
Ok, I tried changing the destination for the move to node to the actors current location but it doesnt seem to be working. Im gonna try setting the movement speed to zero.
I dont think that for my system I will need to do something like this but if it turns out I will, I’ll reach out. Thank you so much.
One other thing you could try, is instead of an invisible collision box, place a cube mesh, set it to block the collision channel of whatever objects it needs to, and make it not visible
That sounds like the target location is being set on beginplay, not actively - maybe that information could help.
Try reparenting the BP to just “ACTOR” and back to its original parent, it should give you access again until it is saved and the editor is closed. This has to do with serialization and is for performance reasons.
It seems like you’ve gone pretty far off of the original over the weekend. If it were me, with the crashing, I’d just revert to an old version or start over with this actor for a clean slate to prevent any clashing, you don’t necessarily have to do that but preventing crashes is imperative.
Also, make sure you’re backing up your files!!! I CANNOT stress that enough!
Thank you. Yeah I reparented the bp and it seems to have fixed the fact that i cant access collisions. The system has changed to just making the ai move pretty fast but its ok bc it seems to be working and isnt crashing which I will take at this point.
It’s now working as intended. I just set the max walk speed and acceleration high lowered it when the ai had reached the destination. And did an event sphere overlap for an object that on overlap changes the destination to exactly where the ai is. Thank you both for all the help.
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