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Ongoing C++ Gameplay Example Series: Making a Survival Game

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  • replied
    Originally posted by msvr View Post
    Wow, awesome! I got away with the issue but your way seems far better. I'll try this. I haven't seen that Ammo bug. I'll check later when I get the chance. Thanks a lot!
    Great! :-)

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  • replied
    Originally posted by Zoyer2 View Post
    Hello! I think i managed to get it work by changing the Zombie behaviour tree. I moved the "Should wander" into the selector since i couldn't get my zombies to patrol if it wasn't like that. Then i just changed the Find bot waypoint to "TargetEnemy" as you can see in the picture below. I believe that did the trick, since i noticed when i put out nav links for my zombies to jump after me on roofs they just ignored me and tried to get to a waypoint. Tell me if it works for you too! Have you managed to find out how to fix the Ammo bug? I noticed if you throw away your weapon and then pick it up again you get full ammo which isn't so realistic https://pasteboard.co/1f9QPerJf.png
    Wow, awesome! I got away with the issue but your way seems far better. I'll try this. I haven't seen that Ammo bug. I'll check later when I get the chance. Thanks a lot!

    Leave a comment:


  • replied
    Originally posted by msvr View Post
    Hi! Can you please help? I'm having the same problem as you did. Thanks!
    Hello! I think i managed to get it work by changing the Zombie behaviour tree. I moved the "Should wander" into the selector since i couldn't get my zombies to patrol if it wasn't like that. Then i just changed the Find bot waypoint to "TargetEnemy" as you can see in the picture below. I believe that did the trick, since i noticed when i put out nav links for my zombies to jump after me on roofs they just ignored me and tried to get to a waypoint. Tell me if it works for you too! Have you managed to find out how to fix the Ammo bug? I noticed if you throw away your weapon and then pick it up again you get full ammo which isn't so realistic https://pasteboard.co/1f9QPerJf.png

    Leave a comment:


  • replied
    Originally posted by Zoyer2 View Post
    Hello! Really nice work, just need some help, when jumping from one platform to another and having the zombies to follow, after they jump they starts ignoring me.

    Think i managed to get it to work.
    Hi! Can you please help? I'm having the same problem as you did. Thanks!

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  • replied
    Hello! Really nice work, just need some help, when jumping from one platform to another and having the zombies to follow, after they jump they starts ignoring me.

    Think i managed to get it to work.
    Last edited by Zoyer2; 05-27-2017, 06:14 PM.

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  • replied
    Originally posted by davidgutjar View Post
    update to 4.15 ?
    Work fine here, you only have to switch engine version

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  • replied
    update to 4.15 ?

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  • replied
    Check the spawn line of decal, and change FVector(DecalSize, DecalSize, 1.0f) to FVector(1.0f, DecalSize, DecalSize)

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  • replied
    How can I modify the rifle's impact effect so its decal looks like a hole rather than a line?

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  • replied
    Originally posted by maxproz View Post
    Inside of here https://github.com/tomlooman/EpicSur...SCharacter.cpp

    I can't figure out where Line #201 is getting "Controller" from.
    Can anyone point me in the right direction.
    Inherited from APawn
    https://docs.unrealengine.com/latest...awn/index.html

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  • replied
    From the APawn class. SCharacter->SBaseCharacter->ACharacter->APawn. Inheritance, sometimes hard to follow.

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  • replied
    Inside of here https://github.com/tomlooman/EpicSur...SCharacter.cpp

    I can't figure out where Line #201 is getting "Controller" from.
    Can anyone point me in the right direction.

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  • replied
    I am trying to learn an optimal way to update the UMG from my C++ project.

    I see that this project uses Event Tick in Widget_PlayerInfo to call the functions to update the health bar and energy bar which get the needed numbers from the SCharacter.

    I followed another example where I bound the Progress Bar to a function that does the same as the function in the Survival demo (get the data from the character). I have read comments that binding is not ideal for performance. (Don't know the difference as of yet).

    I found this post by [MENTION=155]TheJamsh[/MENTION], https://forums.unrealengine.com/show...0i%20mix%20umg, that I have yet to unravel.

    Can anyone point me to resources that will help shed more light on this?

    Not a C++ but at least more helpful. https://docs.unrealengine.com/latest...dUI/index.html

    Ok, I used the information in the link to only update the UMG when an event fires. Sometime make this harder than it really is.
    Last edited by acxsasx; 01-13-2017, 12:12 AM.

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  • replied
    Thanks Tom, you sir are a hero

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  • replied
    Hey guys, the project just got upgraded to 4.14 for those who were having issues compiling.

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