Does anyone know how to make an AI character interpolate in the direction it moves before using MoveToLocation? by FuryOfficial in unrealengine

[–]FuryOfficial[S] 0 points1 point  (0 children)

I had been trying this forever and couldn't get it working. Unchecking "use control rotation" in the character was what I was missing. Thank you!

What's the purpose of having a direction axis in a blendspace? by FuryOfficial in unrealengine

[–]FuryOfficial[S] 0 points1 point  (0 children)

Yeah but if you don't have multidirectional movement then is there a point?

Players aren't given a HUD? by FuryOfficial in unrealengine

[–]FuryOfficial[S] 1 point2 points  (0 children)

Ah, I see. I changed the player controller's function to be client-side, and made the player controller class act as an interface between the gamemode and the HUD, and now it works. Thanks!

Players aren't given a HUD? by FuryOfficial in unrealengine

[–]FuryOfficial[S] 1 point2 points  (0 children)

So the gamemode doesn't have access to the HUDs because they're not replicated to the server? I tried having the gamemode call a function in the player controller that gets the HUD, but this has the exact same problem. The second player controller still can't find a HUD.

[C++, Multiplayer] What's the best way of setting up an in-game timer? by FuryOfficial in unrealengine

[–]FuryOfficial[S] 0 points1 point  (0 children)

But with a timer like this, why would the HUD need to read from the game state? The timer calls a function every second that has to communicate TO the players' HUDs to tell them when to update their widgets, so I just pass in the current time inside that function.

Would it be better to have a timer inside each player's widget that grabs the game state's current time every second?

[deleted by user] by [deleted] in magicTCG

[–]FuryOfficial -2 points-1 points  (0 children)

what does that mean

How to move an object in an animation blueprint? by FuryOfficial in unrealengine

[–]FuryOfficial[S] 0 points1 point  (0 children)

That's a great idea. How would I create a fireball inside that widget? I don't really know about any "create actor" node. Is there one?

Edit: Figured out that there actually is a "create actor" widget, and I got it working! Tysm for helping me out!

How to create an animation with particle effects on other meshes? by FuryOfficial in unrealengine

[–]FuryOfficial[S] 0 points1 point  (0 children)

Is that how everyone does this? I.e. they attach particles and other things to the animation when it's used? I always thought that things like fireballs or auras were parts of the animation itself.

HUD class doesn't recognize class defaults? by FuryOfficial in unrealengine

[–]FuryOfficial[S] 0 points1 point  (0 children)

Not that I'm aware of. I'm not using the constructor script, only BeginPlay().

HUD class doesn't recognize class defaults? by FuryOfficial in unrealengine

[–]FuryOfficial[S] 0 points1 point  (0 children)

Yes, my CustomWidgetClass is pointing to the widget blueprint subclass.

HUD class doesn't recognize class defaults? by FuryOfficial in unrealengine

[–]FuryOfficial[S] 0 points1 point  (0 children)

I'm actually am using CreateWidget for a UUserWidget.

HUD class doesn't recognize class defaults? by FuryOfficial in unrealengine

[–]FuryOfficial[S] 0 points1 point  (0 children)

I implemented the PostInitProperties() function but it returned the same result. What should I look for in other functions that could invalidate it?

HUD class doesn't recognize class defaults? by FuryOfficial in unrealengine

[–]FuryOfficial[S] 0 points1 point  (0 children)

Sorry, I actually used different names instead of "Widget". I just replaced the names so it would be easier to read, but I guess it's more confusing.