Guys, I have a padlock in my interactive puzzle game, when I interact with it I can make the camera focus on it… I would like to know how to make the mouse interactive with the lock, because the character is always in a strange position different from the camera and I can’t interact…
Hey @ZanettiGameplay!
A few questions to get things started:
- Are you using UI for your puzzle?
- Is this worldspace interaction?
- How exactly is the mouse going to be interacting with the lock?
- Do you have blueprints where you have already gotten things started? If so can you share those?
Any additional specifics and information you can provide will go a long way in solving your problem!
Thanks for the tip…
I took some pictures to make it easier to understand…
I’m new as a developer still, I’m learning…
my problem in this question is that I can make the camera focus on the lock, but always as a reference for interaction… it’s where my body is… and not where my camera is… I would like to understand how I can make the control be defined by the camera at this moment and not where my character is standing
I was wondering, do I need to create a specific interaction with linetrace for the camera I’m going to focus on? instead of being created based on my camera?
I tried, but it didn’t work… I have the interaction configured in my project, for the left mouse, E and Q buttons… I configured the linetrace, but what I can’t do is make the interaction when the transition from camera to puzzle occurs, stay at my mouse click, regardless of whether the camera rotates or not… I would like the player to have the padlock framed on the screen and click with the mouse to rotate
The example above demonstrates precisely what you requested. This would trace from the camera the player controller is currently looking through. If in doubt, please demonstrate how your script works; otherwise all there is left for us is to guess how you set it up.
How is interaction comp configured to start with? Is there a component? The component does the tracing already so you asking for another tracing solution is already somewhat strange.
All we’ve seen so far is you flipping between 2 input modes. Do tell how you set it up, please.
- Are you using UI for your puzzle?
This question was left unanswered and is critical here - is there a widget component involved or we’re dealing with just a static mesh?