Hi,
of course I am quite new to Unreal, trying to tweak Unreal Studio to my needs.
I like the idea of having the option to toggle between Navigation modes.
These modes would be flying, orbiting and walking.
I tried using the productviewer-collector and testing a toggle.
Looks like this at the Moment
My Problems are:
I don’t really know what i am doing.
It works on a very basic level: It Switches the pawns and by that the navigationmodes.
But the Position is not the same, so you see a jump when switching.
There are spheres(i guess pawns) left behind when switching.
I am not sure how to realize now the walking mode.
Hi Daniele,
and thanks for your reply. I have found this also in the documentation.
I tried addressing this variable with a button, but it has no effect, because it is used defining navigation mode just on build.
When the game is running changing the variable has no effect by itself.
I want to be able to switch between navigation mode during the game fluently.
What do you think?
Improvements:
-No visible “dead” pawns anymore, because they are being set to invisible (copied the steps from the original procedure)
-Transformations are kind of saved, because they are being saved to a variable before killing the pawns
Problems:
Copied transformations are not working correctly, especially the orientation is totally of
-I don’t know how to realize the walking now
My idea:
-Switching the whole setup to a Character-Blueprint, because it has gravity applied