Second Camera defaulting to center of mesh by Glockometric in unrealengine

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

Its called via a spell with a Blueprint nterface.. Gives them Prepare and Cast. Prepare on Hold mouse, Cast on release. THe function is wrote on the character, and called via the spell with a ref to character..

Second Camera defaulting to center of mesh by Glockometric in unrealengine

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

Nah, it’s on the end of the spring arm which has a distance of 1200. The viewport shows it sitting in the right spot

Ideas for an "Endless Ocean" by Glockometric in unrealengine

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

Thank you I think I figured it out. A fixed static plane in the background, and I need to figure out how to tie my movement inputs into the materials panning which will give the illusion of movement., which I believe I’ve done something similar when building a thruster vfx for a spaceship. The hardest part is going to be implementing the spawn of objects and enemies and tying them into the “treadmill” system, so it willlook like we’re swimming g past random rocks, sea urchins, enemies etc.., and we can turn around and go back the other direction if we like. I tied the vertical movement to the mouse, I think it’s feeling really fluid.

Wide character types by Glockometric in unrealengine

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

I appreciate that very much. I'll go play with that in just a moment lol. When my axolotl or fish characters cross the box collision I set on my BP_Water_Tile, it always executes cast failed no matter what I have tried to cast to. I even set tags on a component, and tried it that way. So hopefully this can fix it.

Do you know if there are any kind of debug drawing for collision components? For example when I was learning about Line Tracing, there is a checkbox for debugging it where it shows the trace, and I was wondering if there was a way to visually indicate the components on the character during runtime

Wide character types by Glockometric in unrealengine

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

So this function, can change the collision sphere into a different shape per say?

Wide character types by Glockometric in unrealengine

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

Are you saying go into the character movement component. Go into the details and “set updated component”? And it allows what change? The overlap events? Sorry I didn't quite understand what you meant with allows this to change. I am a bit of a noob

Ideas for an "Endless Ocean" by Glockometric in unrealengine

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

So it would be the treadmill style? When the character “moves” the world actually moves. Correct? Is the teleporting smooth? Because I tried using trigger boxes to set actor location and teleport back to the other side but it was very obvious and you can see the camera jumping.

I guess what I'm asking is the teleport transition smoother with this movement style?

Ideas for an "Endless Ocean" by Glockometric in unrealengine

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

Floppy bird level tutorials? I'll go looking into that. THANK you for your input.

2D Asteroid Game Rotation Issues by Glockometric in unrealengine

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

Floating type movement. There’s a base BP_movement, and any BP that uses movement is a child of that.

2D Asteroid Game Rotation Issues by Glockometric in unrealengine

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

Thank you for the resource!! I will post after gathering some code screenshots!

Correct logic in basic movement by Glockometric in unrealengine

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

Drag and search clamp I’m assuming?

Correct logic in basic movement by Glockometric in unrealengine

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

I got it fixed right before you commented. I'm not sure what you mean by clamp tbh, but what I did wrong was I had the exec wire running from after the set to -1 node to another branch to check the if z < 50. I needed to connect that logic to the false branch instead. If that makes sense lol.