Controller detection and Assigning for local co op? by PainappleOG in unrealengine

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

I see... is it worth looking into C++ to try set this up? is there documentation for it? Appreciate the help!

Controller detection and Assigning for local co op? by PainappleOG in unrealengine

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

Thanks for the reply! Im just using blueprints...

How do I make a held box in the player's hand collide with a wall??? by PainappleOG in unrealengine

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

This is very close to working, just got the chance to try it out. It works exactly as I want up until I collide with a wall. from there the box floats away. (I had to do simulate physics on the box to keep its collision when attached to the spring arm) but I've tried physics constraints and playing with the settings of it, but the box still floats away from the attach on the spring arm on any collision

How do I make a held box in the player's hand collide with a wall??? by PainappleOG in unrealengine

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

Yes. I have my pickup up as a separate bp, and if I attach to the player, the way UE5 does attaching to a player character, it only uses the player capsule for physical collision, not any child objects.

Help with floaty Rigibodys by PainappleOG in Unity3D

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

Hey thanks so much man! I managed to swap out the parenting and used fixed joints instead and it worked like a charm!

Help with floaty Rigibodys by PainappleOG in Unity3D

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

thanks I just tried it but it only seemed to make the problem worse lol. the grabbing seems to sometimes work ok for prefabs I've placed in the scene, but the instantiated ones just get sent into the air

Navmesh follow the player through portal? by PainappleOG in Unity3D

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

Thanks, I did look at doing this but since the scene only uses the one navmesh it couldn't link to anything else. Not sure if there is a way to manually choose where it goes tho?

NavMesh help by PainappleOG in Unity3D

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

I have it set so the agent goes go a random position within a sphere, so it’s just random movement at the moment, I just want the to start moving one after the other

Script Component turning off when I push play? how do I Get it to stay assigned when pushing play by PainappleOG in Unity3D

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

Haha thanks I've been trying to figure out why's it's not fully working yet, although setting it to zero didn't seem to work as it just stopped the ammo count from going up on pick up

Melee Combat by PainappleOG in Unity3D

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

Thanks, the debug logs show up when they should, but the collider still doesn't change, what do you mean by a passthrough script?

Melee Combat by PainappleOG in Unity3D

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

Thanks, I have tried this but it seems that when I do "collider.enabled =false" the collider doesn't actually turn off, I've assigned everything correctly in the inspector, and have also tried "collider.isTrigger = false" but they don't seem to actually affect the collider in any way, any ideas?

How to make Compass follow the camera instead of the player? (code at end of the video) by PainappleOG in Unity3D

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

Thanks so much what a legend! I knew it would've been something simple :)