Hi there, I’ve seen a lot of oold posts about this but all the pictures aren’t visible anymore, so maybe someone would be able to help me : I want to make tanks controls like old resident evil games.
Also, I’ve the camera system but the controls are changing everytime that the camera change. I would like to keep the player direction until he stop pressing a D pad direction (not sure if I’m clear here).
Finally, I’m not a dev at all, just a simple level designer, so if your explications could be followed with pictures, it could very help me.
With a controller I think you should check for Axis Value to be 0 or abs(0.##) before updating the orientation.
The Actor that changed the camera is simple, it just checks for character to overlap. I have a component that I can rotate in world space for the orientation to pass to the character and finally set the camera added from the editor viewport.
I’m having some troubles tho, not sure where I’ve to put this stuff. In the Character blueprint right ? Also, I can’t find the “CE Update Hud” block ^^’
In the main viewport outside the blueprint, with the trigger blueprint selected: do you have the option to set the camera like above? Should say Set Cam in your case.
You are casting against the wrong actor. Connect a print node out of the Cast Failed to test.
You need to change the Test_Movement cast to the class of your character. If you want to go more “global”, cast to Pawn or Character class and all characters should be OK, but would be good to be more specific to the class you are possessing.