I am wanting to build objects (meshes) in game like a tent, walls, or any other mesh. My goal is to make a Survival FPS similar to Rust, 7DTD, or H1Z1, though in a much different setting/ goal.
I would like to be able to select the item from the menu (With UMG I suppose) and then have it appear, snapped to a grid, and then be able to build it.
Any suggestions?
Also, to help cater to your process, blueprint or C++?
What do you mean by building? Spawning? Or literally “building”, one piece at a time?
The button part is easy. Just make one and have it spawn whatever you want… You can then attach said object to your mouse, and when you click or hit a keybind, place it in that spot permanently.
I guess I mean spawn and using blueprint. I can spawn an actor in a given location but I am trying to parent it to pawn and snap it to a 100cm grid so as the player turns it follows in front and snaps to the grid positions.
Example:
If I press “U” then I want the mesh/actor to appear in front of the player and move with the player as described before and then when I have a good place to spawn the mesh/actor I can press “Enter” and it spawns it in a static position wherever I choose. Does this help?
Well, for the “U” action, I would use a spawn actor of a bursh/mesh with a faded material. Then for the “Enter” action, you get the current location/position of the faded actor from before and spawn it at that location(checking with the serverside of course).
Your main thing is just getting the specific locations to place them.
I think I understand. I actually started working on a system like this yesterday
Is this what you want, except for the grid action?
Alright, that’s easy then.
- Have your key input spawn the object.
- After spawning, continuously set it’s location to wherever you are looking.
- When you want to spawn, either stop updating the objects location, or like in my case, remove the “hologram” and spawn the real object in its place. (Although I will be changing it to dynamic materials later instead of having two separate objects)
(I’d show you my BPs but I’m still experimenting and they’re a complete mess)
Yes exactly like what you are doing. I suppose I don’t have to do a grid snap because it wont be voxel based.
I can get it to spawn but unable to get the location to update. I guess I am not real sure where to loop the position. As soon as I spawn it, it stays in the same spot. For now all I care is trying to spawn and move it around then I will mess with spawning the real object in place. I am using a crate as the object and I made a BP with just the crate and I spawn that class in my MyCharacter BP. The other problem is with my rotation set up it rotates the object when it spawns instead of keeping the pitch/yaw/roll set to 0.
I quickly made this to show how to move an object around. My actual BP is much more than this, but you can add whatever functionality you’d like
http://i.imgur.com/NkaXjV6.png
Not working with my current blueprint… I will try re-writing it all
Here is the most current BP, about 4 hours in the making. I am able to keep the objects rotation at 0 now which is what I want but still cannot get it to follow the player. I am making the attempt to loop “Set Actor Location” until the “Y” key is pressed and then it should “Set Actor Location” at the current location… and it didn’t work :
(
You should keep your spawning and location updating separate.
u → spawns object → sets boolean → event tick/loop is allowed to run → updates position
http://i.imgur.com/MBwfPCy.png
Ok, I have the moving and placing working. I need to set up a menu in UMG now too change which item the player wants to spawn. I will work on getting the hologram to work now. I considered this answered. Thanks for the help!