Would you lend me your help one more time savagebeasty ? If you’re interested of course.
I’ve attached my BP for a gravity gun that I replicated from a tutorial (works great btw :D) and I would really appreciate if you could show me how to make the boxes that I pick up with this weapon and throw them at an AI character, knock the character back as well. Right now the character is not moving at all even if I modify the weight of the boxes.
Let me know if you want more screenshots or something like that. I promise this is my final thing that I need help with as I do not completely understand what connections I need to make
you could literally copy paste most of the event hit setup you’ve got in the projectile over to the AI character BP and slightly amend it.
in the most simplistic way, from the event hit do the same ‘is simulating physics’ check on the other component and if true run the launch character node on yourself.
Not usually near a UE4 machine during the daytime unfortunately to do a screenshot for you
So replicate the whole BP on the AI char BP but need to add a new launch character node correlated with ‘is simulating physics’ and ‘cast to character’? I’m sorry if I misunderstood the explanation but I’m still figuring out these connections.
Could you help with a screenshot when you’ll have the time ? No rush though of course.
Yeah no worries might be a bit late with the screenshot as be pretty late getting home today.
i might have made that sound more complicated
basically in your ai character class place an event hit node.
then have a ''is simulating physics" node then a “launch character”. So just those three setup rather than all that code from the projectile. Should be more simple than in the projectile.
Hey savagebeasty, small bump here, could you please help me one last time with this ? I’ve tried also to branch the event hit node with the launch character and still couldn’t make it work.
I know it might be too much to ask but can you do another screenshot for me to help ?
sorry bud Earth Defence Force 5 came out on the PC and I went AWOL for days
You’re just missing the branch node inbetween the hit even and the launch character, i’ve done an awful paint job on your screenshot… if the ‘is simulating physics’ its true then launch character. You might need to set the collision settings to block between the character and physics object aswell other the hit even won’t register.
Glad to hear you’re having fun with EDF5, it’s a good one
So, I’ve tried what you told me and I’ve also set the collision identical to both (AI and a box I wanted to make the test) to PhsycsActor. I guess a box cannot be a physics actor but it didn’t seem to be working with anything I’ve tried either. Do you know what should work for them ?
Also I’m not sure if the change should be on the collision for the mesh, for the capsule or maybe both ?
Thanks again for taking the time to explain things that I’m sure are basic for most people. Also I’ll leave some screenshots for you to easier understand what I’m saying
I just want to bother you with one last bump here, if you could help me solve this problem. I’ll really appreciate if you could help me figure this out, but if you can’t or don’t want to, I’ll understand.
Anyway thanks for all the help I got from you and the others all this time. I’ll do my best to test more and try to solve this somehow.