I am working on a project to improve my unreal engine skills. As you can read from the topic i need to make pushing mechanism to holding objects. To be honest i tried most of ways to make it happen but im kinda new to this engine.
Imagine a holding object with like gravity gun or just some kind of powers and i want to send object to the surface in front of me but no clipping, must be offset based on object size. I dont know if im clear or not.
Hey there @JarmenK! Welcome to the community! Hereâs a tutorial to do the full gravity gun. Please let me know if you have any questions:
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i am so thankful for sending this video to me, but how can i push the object without pressing anything, as long as i am holding the object i want to push that object to line trace end point without clipping? Where ever i look i want that object to that surface like surfing on the wall or sth? Thank you again.
it didnât work nothing happened,object stand still when i hold. Iâm in BP_FirstPersonCharacter btw. Should i use different transform for this because itâs targeting âselfâ ?
youâre right, my bad. But still it doesnât work somehow. the object trying to go somewhere in the scene when I hold it. I donât know which specific point. It doesnât seem complicated but I donât know what I am missing.
Because you have this on tick, itâs trying to reposition every frame. It might be an idea, for testing, to just call it when you click the mouse and wait to see where itâs going.
1- Yes, it is enabled for the cube.
2- Tried to do that when i press specific key (âbâ). And set the player start top of the walls then it appears my little cube this time go to different direction but not to where i want it when i press the key.
3- And yes I tried to set relative location every tick but nothing changed.
Unfortunately not But!! I realized sth ! When I connect the âtrace endâ pin to transform node. Only that pin is giving true position of where I look but it always end when trace end obviously. I think I canât convert the âimpact pointâ pin properly to relative location. Because no matter what when i connect âimpact point + transformâ or just "impact point to location "combination are giving crazy things, object is flying somewhere. How can I properly convert the end point pins ? HmmâŚ
Physics enabled objects, a physics constraint component with static mesh object slot. When Player hold the object,object is placed in static mesh object slot then setting constrained component with component one : âobject slotâ and component 2: âhit object componentâ to targeting physics constraint.