Rotation issue after inspecion

Yes! using the master bp. Would you know how to tell me how to make a widget appear only when I get close and disappear when I get the object? (Sorry, I’ve asked you so many questions)

Yes, add a collision sphere to your character (or actor depending on your goals): when overlap widget visibility = true; on end overlap = false.

No worries. This helps us both. :upside_down_face:

Oh yes, but in character. Yes Yes. truth. Thanks. I’ll try.

You know what? you are right :smiley: . Are you working on a game with object inspection?

Not a game, but it’s part of the project. :innocent:

Ooooh, did I ever help you? hehehehehehehhe it’s great to know that. What is the project name? :open_mouth:

Helping others is a very good way to learn/practice different skills. You get the chance to solve problems that you might have not experience/thought of before. :wink:

It’s a VR project that allows film production companies to sketch/previz sets before principal photography. Nothing fancy, personal initiative that’s in planning though and a long ways off. :rofl:

How cute, it’s true.

I like to get inspired a lot before starting. Have you ever watched David Wehle’s channel? creator of the first tree

Is there any way to prevent too many clicks for my object not to crash in midair? (I was wondering if you knew something like that.)

Here, some motivation for you: The #1 Mistake New Indie Devs Make - YouTube :smiley:

No. I’ll save his channel to check it out later.

Not quite understanding the idea here.

Here, i posted a coment explaining :slight_smile: :blush:

YOU MUST WATCH IT, IT’S VERY INSPIRING. Try watching all videos.

Add a Do Once node AFTER the cast node: when timeline completes → reset Do Once node.


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What this will do is block everything from running again until timeline finishes. Still think that Set Intractable Obj node should be after the cast (now after the Do Once node).

This code is not working :(. Why is it? My timeline looks like this> Float> 0 and 0> Float 2> 0.5 and 1.0. I’m trying to solve it.

Think you need to start over (just hear me out).

In order, focus on these goals:

  1. Moving object from point A to B → B to A. It works? Move to next step…
  2. Blocking multiple triggers while moving. (the do once) It works? Move to next step…

What you have shared is not “wrong”, but you need to be able to debug it yourself. There’s only so much I can do without actually having the project on my system.

BTW: You don’t need the flipflop node. with the isInspecting bool should be enough.

With a branch before the trace: if isInspecting = true → stop inspecting and put down object- if Isinspecting = false → trace looking for object, if found turn true and pick up object.

I managed to fix it!!! :smiley: THANK YOU FOR EVERYTHING!!! I fixed it with only two variables

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