Don’t quite get it. So your player is basically an ear, and you want to be able to move that ear around?
Are the sounds placed in the map, or how are they generated?
Don’t quite get it. So your player is basically an ear, and you want to be able to move that ear around?
Are the sounds placed in the map, or how are they generated?
It is very early stages at the moment. The character is a person (not an ear lol) but you can only navigate through the game by using sounds around you (Binaural Recordings) and the assistance of an NPC. There will be sounds in the game, but if the arrow keys work as North, East, South and West functions, the character will be able to know that they’re always facing that direction no matter what within the game (for example, if they lose track of where they are). They’ll use WASD to move as normal, I just want the arrow keys to make the character face forward, back, left or right.
I hope this makes more sense.
Yes, exactly. No movement, just the character facing that way (North, East, South or West). I plan to have absolute North if that is possible but if not, as long as the arrow keys work in degrees (I.e. 0° = North, 90° = East, 180° = South, 270° = West).
Like I said, I am VERY green when it comes to UE4 so I am unsure of what is actually do-able.
This question was very difficult to phrase and I bet it isn’t an easy one to answer either.
I am making a game based around Binaural Audio and won’t be using visuals. The North, East, South and West function would assist with navigation MASSIVELY. I don’t want to interfere with the default movement keys (WASD), I just simply wish add this function in addition to it so the player can always rely on their compass keys to understand where they are going?
I do hope this makes some sense, I am new to UE4; so I do apologies if this question is a bit vague. Thank you.
Ok, so the up arrow to make the player face absolute north, for example. Will there be an absolute north in the game?
Very doable. You’d have to remove the arrow keys from the current place in the project settings:
and then put something like this in the character:
EDIT: … and fixed…
Thank you so much - this works perfectly! Really appreciate your help.