In City Sample we can drive only parked cars so I’m trying to interact/drive that AI’s traffic with editing “BP_CarEntryInteraction”, but I cant get it what value defines car is running/parked. running cars are generated completely different logic from parked?
Alright I found it defined with “CitySampleVehicleBase.cpp” source files
void ACitySampleVehicleBase::OnTrafficVehicleSpawned_Implementation()
{
bIsPossessableByPlayer = false;
}
Changed “false” to “true”, and shipping build causes I could get in NPC’s cars. But can’t move completely and no way expect get out. Is anyone else looking into this?
Hi found a solution.
Edit: CitySampleMassVehicleBase.cpp
change from false to true:
void ACitySampleMassVehicleBase::PrepareForPooling_Implementation()
{
SetActorEnableCollision(true);
}
edit CitySampleVehiceBase.cpp
change void ACitySampleVehicleBase::SetVehicleInputs_Implementation(const float Throttle, const float Brake, const bool bHandBrake, const float Steering, const bool bSetSteering)
to:
void ACitySampleVehicleBase::SetVehicleInputs_Implementation(const float Throttle, const float Brake, const bool bHandBrake, const float Steering, const bool bSetSteering)
{
if (bIsPossessedByPlayer)
{}
else
{
SetThrottleInput(Throttle);
SetBrakeInput(Brake);
SetHandbrakeInput(bHandBrake);
if (bSetSteering)
{
SetSteeringInput(Steering);
}
}
}
Thank you~! The only thing I’d offer to newer people is that I needed to generate the visual studio files and rebuild the solution after following the instructions in this thread.(working in 5.1)
you have to edit the cpp files and not the header files
