So I’m setting up a wall running mechanic that seems to do the trick, however, I don’t want the player to run across every single wall, instead of spending hours marking each asset with a NotAWall tag I’d rather mark the walls that you can run on with a WallRun tag and only have the mechanic work on there, I have the section that needs changing in a picture bellow, any help is greatly appreciated.
(Look through all the feed to learn how it was solved if you have the same problem)
On begin play make an array of all walls.
On the right hand side of the line trace, use the array CONTAINS operator to check it’s a wall.
My code begins with an Event Tick, I don’t know if this effects your solution at all, I followed the tutorial bellow to make the wall run mechanic.
Have you got an example of the blueprints, I’m fairly new so I’m not sure what I need to make to make an array of all the walls, I understood the contains section though.
Bro give the tag in class default of the wall actor you don’t wall too used in wall running
You don’t need to add tag too each instance of wall actor in the scene
Just give it in actor class default settings
So change like this?
How would I then make it so actors with a specific tag will make this mechanic work?
i am taking about this class defalt
search tag on it
advanced tag
give your tag there
then that’s the tag for your all not wall actors in your level
then use your get all actor with tag
your good to go
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So my wall run is in the character controller, there is no actor that is using a wall run, the character currently runs on all the walls but I want to make it so this is disabled and only works on actors with a WallRun tag, I understand your idea with the actor class system but this doesn’t change the problem unfortunately.
Going through this one so far I’m trying to merge it in with my code in the image bellow now.
It’s only ok to climb it if the CONTAINS works. Otherwise not.
( Your picture is too small to read
)
So your code

goes here
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Excellent I’ll try it now, do I need to tag an object Walls to make it work?
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Yes, the climbable walls need tags.
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tried it out but even with the tag it doesn’t work, but it has disabled the system for all walls now
Did you set ‘actor tag’ or ‘component tag’?
You need actor

I set the actor tag as it is the only one available in unreal engine 4
Component tag is also in UE4.
Can you show me your code now…?
I’m wondering if it involves my event begin play
That’s ok. Can you show the trace code?
( I’m assuming you put the tag ‘Walls’ on each mesh? )
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