I get a error with audio ,wiget class ,driving montage ,
and hud which it looks like i never made on which are these are variables and what settings i been on this for days
wait never mind i see it on your pic LoL
I get this error plus i cant make the exit vehicle graph or the return node after get speed what am i missing and what did i do wrong this is the last error left
LogBlueprint: Warning: [AssetLog] B:\unreal engine\projects\LyraStarter2\LyraStarterGame2\Content\VehicleTemplate\Blueprints\OffroadCar\Chaos_OffroadCar_Pawn.uasset: [Compiler] Warning: Pin âexecuteâ on boundary node â(null)â could not be found in the composite node âEdGraphSchema_K2_170â
LogBlueprint: Error: [AssetLog] B:\unreal engine\projects\LyraStarter2\LyraStarterGame2\Content\VehicleTemplate\Blueprints\OffroadCar\Chaos_OffroadCar_Pawn.uasset: [Compiler] Failed to collapse tunnel Inputs
The Exit Vehicle Graph is just a bunch of nodes that have been selected â right-click â Collapse nodes. You build them off of Event Exit and then optionally collapse them if you want. Iâm guessing maybe you tried to create a graph instead? (Iâve actually never done that so not sure.)
For GetSpeed return node youâll right-click inside the function and pick Add Return node.
Yes i was trying to create it from the graph Iâm just learning unreal engine and 5âs new interface . I managed to figure out where things go duh color coordinated in the pics . I wasnât paying attention to detail though Im a fast learner somethings I miss . That and i have not slept much in the past few days trying to get vehicles to work with lyra . Now the input is read and some warning Im not sure of how do i fix this what am i looking for . Thank you for helping you got me close to the end ; this is the error .
Warning: Pin âexecuteâ on boundary node â(null)â could not be found in the composite
error: Failed to collapse tunnel Inputs
OK The compiling I fixed by deleting the input then compiling again . Hopefully it works I couldnât figure out self then I seen it was get a reference to self . So question how would this work with horse starter pac is it the same way . How would I implement like to the flying template . I donât think I would have made it this far with out a little help Thank you for your help .
I donât think any of us would get very far without questions.
The basic idea is the same for controlling any other actor.
Player interacts to get a reference to other actor.
Player can now call events (move/jump/etc) in that actor.
Wherever a horse would receive input, we make a custom event for the player to call.
I didnât get it the car doesnât move or show interaction
I was having trouble with this, you were not joking Lyra is complicated. Once I understood interfaces I got the ball rolling pretty quickly. Just wanted to say I am very grateful for this, thank you. If by any chance you get this working for clients please post, I would really appreciate it that is the only thing missing for me now but ill keep trying.
Would you be open to freelance work for our porject thats using Lyra?
Sure Feel free to message me.
Whats the best way to reach out to you? I dont see a dm on this platform.
Ah it took me a while to find haha: profile â Interactions â Message
I use Discord mostly (@astaraa)
Yeah me 2 ill contact you in discord much easier. My name will be Symbiote Creatives
Hey i friended you in discord.
Hi there, Iâve tried this approach(with input forwarding) and I couldnât accomplish this behavior.
My vehicle is receiving input values sent from the character, itâs calling SetThrottleInput(and debugging says that throttle value is 1.0 when I press inputs) BUT my vehicle doesnât move at all.
After investigating a bit UChaosVehicleMovementComponent Iâve seen that it oftenly refers to the current Controller, so I suppose, if you want to SetThrottle or SetSteering you need to possess vehicle Pawn.
So, the question is - how and why does it work in your case?
It may be something else thatâs getting overlooked.
Are you running Play as Client? Because I didnât fully test clients, so I canât say for sure then.