Thanks! I’ll check that out. I found some other videos and it wasn’t actually as complicated as I first thought. And my issue was caused by something else entirely. I didn’t need any of the extra nodes I came up with to resolve my issue
I think there may be some confusion. Both of those screenshots are mine. The first one is before I came up with the workaround in my second screenshot. But you did catch something I missed, the linking of the IsValid and Enhanced Input Local node. Good spot. It seems to be working either way (probably because the IsValid node isn’t actually necessary here), but I’ll definitely make sure to fix that.
I appreciate the thought that went into this tutorial but it seems like it would make sense to update it since three minutes in the whole thing breaks down because you can’t access the first asset mentioned. To properly go through the tutorial you need to read through a ton of comments to find out where the zip file is and how to access the files.
If the author of this tutorial could spend a few minutes updating to make it easier for people to access the zip file that would make life easier for everyone!
As it is currently, this tutorial gives a pretty horrible onboarding experience especially for those who haven’t used any game engine before. I have, and it took me 45 minutes to go through the first four minutes of the video and finally give up (rage-quit is such a strong expression, but a high level of annoyance was definitely involved). Things with materials, textures, importing, etc. have changed so much that this tutorial is pretty much useless.
Thank you! I would follow this video
I’ve uploaded the missing FirstGameInUE5_Source.zip from the 5.1 directory here:
https://mega.nz/file/CF9CETSC#AmFSw7hYlblulK2ZJw1DLNlVDF_T-YdwEzFdUyRSxjU
Hello Vornaskotti,
I know it’s difficult at first. But take a step back and if you don’t understand the node, look for the definition. I am a newbie to and I had a hard time to understand the part when Blueprint communicate to each other like Even Dispatcher and so on. Then I looked for Blueprint communication Live Training back 5 years ago and also this one: Blueprint Communication | Course
I mean hang in there buddy. Keep going and you will find this tutorial is just a perfect one to introduce newbie to Unreal Blueprint.
Hello everyone, could you please help me understand the “Is Bot Controlled” and “Is Player Controlled” in the tutorial?
I understand that we need to use the “Is Player Controlled” to check the overlap to make sure controlled character won’t delete the Orb right away after spawning. So if it’s fault, then let the pawn controlled by AI to come and delete the Orb instead. Then, I saw a node name “Is Bot Controlled”, I tried to use it instead with the thought that Unreal will check if it’s a pawn that controlled by AI and if it’s true, delete the Orb. Sadly, it didn’t work. So I wonder what “Is Bot Controlled” actually does and when to use it.
Thank you in advance.
Giap.
thanks for the tutorial!
YOU ARE A LIFE SAVER!!!
Here are those two functions in C++
bool APawn::IsPlayerControlled() const
{
return PlayerState && !PlayerState->IsABot();
}
bool APawn::IsBotControlled() const
{
return PlayerState && PlayerState->IsABot();
}
I’m not exactly sure what sets IsABot
but that doesn’t matter in this case because our AI controlled bot doesn’t even have a PlayerState
so IsBotControlled()
always returns false for it.
thanks , this fixed the issue
Under your character BP_BOT did you uncheck “Use controller rotation yaw” the tutorial does not say to uncheck it , but it should be unchecked for it to rotate properly following the mouse. i had the same issue. 44 min into the video the character was not following the" mouse look direction "
Hi,
i got a question about the Door. My Door opens only in one direction. If i use -70 both door parts move to the left hand side, if i use 70 both door parts move to the right hand side. How to get the doorparts move in seperate ways like in the video? I did the door part of the tutorial several times but it is every time the same. Thanks for you time.
In order to get the assets I needed to work through the tutorial, I had to download and create the Stack-O-Bot project. Then I would use export all on the assets within the content drawer to extract the materials and fbx objects. Hope this helps.
Thank you. No wonder the program can’t display vertex colors.
Hi Amerr,
I’m not good at C++ but I guess what you meant was “Is Bot Controlled” doesn’t mean to check if pawn controlled by AI or not. So it’s best that we need to use “Is Player Controlled” and if it’s not then do the thing. I need to do more research on when to use the “Is Bot Controlled” later then.
Hi! thank you Stephen!
Thanks for the lesson! It’s a lot all at once, but it’s a great way to get exposed to how to approach a basic game structure. I loved it!
Thank you for this! Saved me from getting frustrated there!