Oh bounty is like in stackoverflow, if you have a question that noone answers for more than 2 days, you can offer a “bounty” amount of karma for someone who answers the question.
It would be a great improvement here - since it is very hard to get an answers especially in C++, it could maybe motivate ppl to answer more.
And then the comunity will get happier - because they will get more answers.
A lot of ppl tried UE4 posted questions didnt get any answers and went back to Unity.
I come here after trying a lot, i have spended almost two days searching and trying different stuffs. I’m so so tired now, and will try tomorrow, anyway, thanks again. Cheers!
As your self-appointed medical professional I am instructing you to get some rest right now :P. But yeah, I’m interested in hearing more about your Bounty System proposal (wouldn’t that be GameDev consulting though?) in any case I have a strange compulsion in trying to reciprocate a small slice of what I think I’ve gained with the IP that Epic has made available for free. (I promise I don’t work for said company (or even in game dev at all) lol).
PS2: AHUD Is not working (is not updating my Position and Direction), i did all right, getting and casting my HUD (and I checked if I succeeded on cast), so, Controller is working well.
(I also tried divide by 2 the X an Y viewport) and this Hit.Location()
Multiplying by half nowadays is actually generates the same assembly code, since compilers improved a lot, and actually optimizing divisions by power of 2
I just think that this is still good habbit where you don’t much care about precision and care about performance.
I will give you a code snippet to get you started in around 2 hours, since I dont know how did you inplement the weapon trace function - there could be an edge case which i will show you.
But I want to point you some edge cases for your trace function:
You must check if there was a blocking hit in your trace - if there was so just return the hit location, else you shall return start + destination and it will be the point you will shot at.
I did it! I analyzed the “static” code and spawned the project from muzzle to BulletVelocity.Rotation (), the only thing I did not use was “BulletVelocity * = ProjectileSpeed”, because I already have a ProjectileSpeed on MovementComponent with an GravityScale value. Thanks a lot you all, i have learned so much with this, and i’m trying to improve my math. Thanks for the patience. (A little of OFF, Dindi#6313 my discord if you guys want to talk sometime! (: ) Cheeeeeers!
Hey, great to hear that you solved this :-).
I preffer chat apps like skype you can find me there skype name “roma-mtfdb”
I don’t have an internet connection right now… probably will be back in couple of hours.