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Lets Make: Pawn from Blueprint in a Blank Project

Agree completely with what’s been said so far. I’ve been doing my best to deconstruct the starter templates coupled with the videos and what’s been posted to the wiki up to this point, but it’s slow going even with prior, decent-ish game engine experience. Some “from scratch” tutorials for different game types would be great, especially since I know the way I’m doing things aren’t the best way to be doing them.

That said, I realize UE4 is still shiny and new, and I’m sure we’ll see more complete how-to tutorials as time goes on (hopefully sooner rather than later). And I’ve got to say that even though I barely know which way is up right now, I’m really enjoying UE4 as a whole.

SWEET I got moving to " work " for now I have almost reached the level of the debug pawn, but its sweet dreams time for me tomorrow I will keep pushing

http://th08.deviantart.net/fs70/PRE/f/2014/081/6/8/movetut_by_zerodollarz-d7b8590.png

(I hope the pictures in my posts appear to for too)

Thought i would post this blueprint in this thread as well. I’m just learning the system, and the templates didn’t provide exactly what i was looking for, so i created this blueprint for a player controller. This is a top down system where the player moves in the XY plane, and camera follows the player, but from a traditional top-down game point of view without any rotation derived from player movement ( and with whatever angle you want to put your camera boom at). The player pawn then rotates to match the velocity. I created this so i could use gamepad input rather than click-to-move input. UE4 has been great so far! Really liking the new system :slight_smile:

http://earthborninteractive.com/images/UE4/TopDownPC.jpg

the and/or boolean weirdness was a vestige of my own confusion just to make sure that pawn rotation only updated during input. it’s actually supposed to be on AND rather than OR.

You should look at the node “Add Actor LocalOffset” much much easier way to move :slight_smile:
took me some time myself to find it^^

This works very well but my goal is to move the pawn with thrust. Like a spaceship , but I want it to be also affected by gravity.

Edit: Physics Thrusters are so much fun :smiley: :smiley:

Good idea about a tutorial that goes from blank to something useful. I’ll see if I can put something like that together next week!

We actually have something just like that already for C++ on the wiki, and a some of it still relevant if you are using BPs:

Hahaha this is so true.

Open the content examples project then open the Blueprint_Input_Examples.umap, the last example in that map is the UFO with physics driven movement.

thanks man did not know that it will sure as hell help me

i started to delve into a similar PC/Pawn as well using the UFO blueprint as a general guide. i found a good way to implement gravity is to turn on physics simulation in your component defaults of your root object, and then during tick, add an impulse force of whatever you want your lift force to be. the event is then driven through a gate so when ‘jump’ is pressed, the gate is open and when it is released, the gate closes. the drawback here is that with this method, you have to deal with stabilization (physics handler damping and stiffness), so maybe there’s a better way. i should be able to post the blueprint later tonight, but thought i’d add this note while taking a 2min break from the day job.

here’s the basic lift control:

http://earthborninteractive.com/images/UE4/LiftBP.jpg

and here’s a video of the result:

Nice I made my pawn and now I’m working on some melee weapons that can interact with Apex Destructibles and when I’m done i will post some blueprints :slight_smile:

That would be super useful and very much appreciated. Thanks

I followed what you have and it kind of works, it spawns me inside the ground though, whether I use spawn from Player Start or from camera view. Also, the camera is constantly spinning right. Any suggestions?

Well I made something and here it is. Hope it helps

http://fc09.deviantart.net/fs71/f/2014/084/b/0/t1_by_zerodollarz-d7bl5lw.png

Capsule
Physics
Simulate Physics true

Angular damping 50
Linear damping 5

Collision
Block All

Spring Arm
Camera
Target Arm Length 0
Camera Settings
Use Controller View Rotation true

Camera
Camera Settings
Use Controller View Rotation False

And here is the script

http://fc06.deviantart.net/fs71/f/2014/084/c/e/t2_by_zerodollarz-d7bl5m2.png

http://fc04.deviantart.net/fs71/f/2014/084/1/e/t3_by_zerodollarz-d7bl5m8.png

http://fc05.deviantart.net/fs71/i/2014/084/a/d/t4_by_zerodollarz-d7bl5mf.png

Awesome, that latest one works pretty well! it feels a little floaty, but it works! :smiley:

Looking at the latest example I see a ‘Get input axis move up’ for the life of me I can’t find out how to create this node. I’m able to create the move forward and the move right nodes though. What am I missing haha. Thanks

**Rambo20 **paste this and save it as thenamedoesnotmatter.ini ; Then Go To Edit>Project Settings>Engine>Input>import and then you should have it


 
[/Script/Engine.InputSettings]
AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
bEnableMouseSmoothing=True
DoubleClickTime=0.200000
ActionMappings=(ActionName="Jump",Key=SpaceBar,bShift=False,bCtrl=False,bAlt=False)
ActionMappings=(ActionName="Jump",Key=Gamepad_FaceButton_Bottom,bShift=False,bCtrl=False,bAlt=False)
ActionMappings=(ActionName="Crouch",Key=RightControl,bShift=False,bCtrl=True,bAlt=False)
ActionMappings=(ActionName="Crouch",Key=C,bShift=False,bCtrl=False,bAlt=False)
ActionMappings=(ActionName="Lclick",Key=LeftMouseButton,bShift=False,bCtrl=False,bAlt=False)
ActionMappings=(ActionName="Rclick",Key=RightMouseButton,bShift=False,bCtrl=False,bAlt=False)
ActionMappings=(ActionName="RollLeft",Key=Q,bShift=False,bCtrl=False,bAlt=False)
ActionMappings=(ActionName="RollRight",Key=E,bShift=False,bCtrl=False,bAlt=False)
AxisMappings=(AxisName="MoveForward",Key=W,Scale=1.000000)
AxisMappings=(AxisName="MoveForward",Key=S,Scale=-1.000000)
AxisMappings=(AxisName="MoveForward",Key=Up,Scale=1.000000)
AxisMappings=(AxisName="MoveForward",Key=Down,Scale=-1.000000)
AxisMappings=(AxisName="MoveForward",Key=Gamepad_LeftY,Scale=1.000000)
AxisMappings=(AxisName="MoveRight",Key=A,Scale=-1.000000)
AxisMappings=(AxisName="MoveRight",Key=D,Scale=1.000000)
AxisMappings=(AxisName="MoveRight",Key=Gamepad_LeftX,Scale=1.000000)
AxisMappings=(AxisName="LookUp",Key=MouseY,Scale=1.000000)
AxisMappings=(AxisName="LookRight",Key=MouseX,Scale=1.000000)
AxisMappings=(AxisName="MoveUp",Key=LeftControl,Scale=-1.000000)
AxisMappings=(AxisName="MoveUp",Key=SpaceBar,Scale=1.000000)
bAlwaysShowTouchInterface=False
DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks
ConsoleKey=Tilde
bRequireCtrlToNavigateAutoComplete=False




That’s a different ini than you have in the first post, just a heads up. :slight_smile:

Hey there! I like the way this is going, but my problem right now is that if i have the Capsule as the camera’s parent, when I move my mouse to the side, the camera just keeps moving. I know why that is, but don’t you have the same problem too? Considering we kind of have the same blueprint?
The weird thing is if I have the camera as the Capsule’s parent, that problem isnt there, but I don’t think having the camera as the game character’s parent isn’t right. Or is it?
Cheers.

Wwell the .ini is very easy to make i think everyone can make it , the idea is to know what should be bound to axis and what to action :).

  • someone might want to name the input “askjh” instead of MoveForward. :stuck_out_tongue:

exodune my hierarchy is Is
Capsule[ROOT]
Mesh
Springarm
-----Camera( the camera is attached to the springarm)
also check the rotate with controller settings