hamsterPL
(hamsterPL)
April 15, 2018, 2:46am
244
When the character is standing at idle, and I turn the character, the character is able to turn over 180 degrees counter clockwise (left). This results in the torso pointing in the opposite direction of the lower body. A similar action is observed in the clockwise (right) direction, but it occurs more quickly than the left direction.
Is there a way to clamp this rotation at -90 and 90 degrees? I want to prevent the torso from rotating past 90 degrees in either direction and prevent the camera from following around 360 degrees when this unnatural event occurs.
Would you point me to the proper place to solve this problem?
I made a video about it, explaining how to quickly do this. I’ve attached it to this post.
I will rather make tutorials how to expand it or do certain things, like zombie AI. Of course I’m fixing bugs and keep it up to date with current UE 4 version.
I see the “start trap activated” in the half wall bp. I am using the whole wall bp, that variable is not in the whole wall bp.i just tried it with half wall trap. but in my bp_savegame , or the character bp, I cannot search the “Start Trap Deactivated” variable , I mean it doesn’t show up in the search . how would I add that variable into the savegame or character bp?same with “use damage area” or some others.well I dragged the variable in half wall trap into the graph,copied and pasted the node in bp savegame and right clicked it and selected to create the variable there. which it did , so when I added it to save data it still doesn’t save . I deactivate the trap , save the game and when I load game the trap is reactivated.i tried so many combinations , not working , I must be missing something. I mean your checkpoint system saves the state of the level. if I disable a trap , then die, spawn at last checkpoint , the trap is still disabled.how?
You need to add it to struct - S_Player_Progress_Struct and then at level start, use function “LoadPlayersProgress”. From it, you can get saved value and change trap based on that value. Works the same for saving. You can check how player progress is done on level end.