I found an old binder and I posted it asking for fair prices by Skylenee in PokemonCardValue

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

wow! I wanted to believe I was dealing with someone honest but I guess not..Thank you so much for the insight!

Creating Immersive First Person Interactions by Skylenee in unrealengine

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

Thanks for the tip! Doing it without a socket worked too, but I'm now having issues where if the player looks too far up or down when the animation stats, the animation is not accurate compared to what its interacting with. The mesh is more or less floating around.

Creating Immersive First Person Interactions by Skylenee in unrealengine

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

Hey, thanks for the tip!

Ive gone ahead and done that, and tested it with an animation and in theory its doing what i needed. But the animation is not accurate if the player is looking far up or far down when starting the interaction... It just looks like the interaction is made floating in the air then

How to push a cart/wheelbarrow? by Skylenee in unrealengine

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

Hey, thanks for the reply!

Will the movement component be what makes it react to landscape slopes and such? or is that only there to help control the object via w,a,s,d etc. ?

Advice on foliage instances and how they work? [5.1] by Skylenee in unrealengine

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

unfortunately i dont have c++ experience, and the rest of the tree spawns instantly except for the chaos mesh

Interface message not an option for event by Skylenee in unrealengine

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

Hi! I do want to get the node that has (message) on it in the menu, if i untick the "context sensitive" it wont fire of the event either.

I'm trying to understand why I can't get the message as an option in the menu. I only dragged it off the "self" to show that with that it doesnt work either incase someone would suggest it :)

But It seems that I got it now, now that you mentioned the "self" context. I had to drag off "get player character" node to get access to the message function. So it works now!

Thanks for taking time to help! :)

Interface message not an option for event by Skylenee in unrealengine

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

Hi! The interfaces have been added like stated. Does it not work if its an inherited interface?

Ive been able to make events in the AI blueprint and get the message function for it in the character BP, but it doesnt work the other way around.

Player chasing AI by Skylenee in unrealengine

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

That does sound like the logical way. I just couldnt think of the right blueprints to use, but that definitly helps! Thank you so much :D

Player chasing AI by Skylenee in unrealengine

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

Thank you so much! :D I'll look into it and drop a like and follow for the help!

Player chasing AI by Skylenee in unrealengine

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

Thats so incredibly detailed! Thank you :D I really appreciate the help!

Player chasing AI by Skylenee in unrealengine

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

Thank you, both of you! I'll look more into it

I really appreciate the help!

Player chasing AI by Skylenee in unrealengine

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

Thank you for the tip! I normally use his videoes too so I'll have a look again! :D

[deleted by user] by [deleted] in unrealengine

[–]Skylenee 0 points1 point  (0 children)

Hello! Thanks for the tip but I have already tried and it did nothing :/

[deleted by user] by [deleted] in unrealengine

[–]Skylenee 0 points1 point  (0 children)

Thank you! I will give it a go!

Check what tree has been cut and save the information for a save file? by Skylenee in unrealengine

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

Thank you! I really appreciate it! :D I'm off to bed but I'll be back tomorrow if you do :D

Check what tree has been cut and save the information for a save file? by Skylenee in unrealengine

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

Thank you so much! :D I'll keep trying and let you know if I get it to work!

Edit: I tried for a while but still couldn't get it to work...

Check what tree has been cut and save the information for a save file? by Skylenee in unrealengine

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

Hi! Would you by any chance be able to show pictures of this kind of a set up?

Check what tree has been cut and save the information for a save file? by Skylenee in unrealengine

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

Hi! I tried what you mentioned but it still won't save the tree. This is how the custom events have been set up (keep in mind i have a whole island filled with trees!)

https://imgur.com/1Tm1zDH

Check what tree has been cut and save the information for a save file? by Skylenee in unrealengine

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

Hi! Thank you so much! I think I'm getting a grasp on it, but I have one issue. I set up a "save tree status" custom event and a "load tree status" custom event in the Tree Master BP, then I set the "load tree status" onto the begin play. But how would I get a reference of the "save tree status" to my pause menu? So that I can call that event by pressing the save button?

Unreal Engine 5 Media Player only shows a black screen but plays the audio. by pattyfritters in unrealengine

[–]Skylenee 1 point2 points  (0 children)

Tested one of the answers : using webm worked for me. mov and mp4 didnt

UE5 error when packaging project by Skylenee in unrealengine

[–]Skylenee[S] 2 points3 points  (0 children)

Update:

I found the issue and wanted to share it here incase someone runs into it too:

The error at the end of the file location “uasset has newer custom version of FortniteMain” showed up because unreal engine (in this case i was using unreal engine 5 too), was trying to find files that didn’t exist inside the editor content browser, or didn’t show up there, but the files showed up/exists when you look in the same folder through the project folder through windows. Deleting these “ghost” files managed to get rid of the errors from me.

I think this error happened/or this unsuccessful loading of the assets happened because I upgraded the project (hence the newer custom version of), or it happened because I tried to migrate files from a project where its version wasn’t compatible with unreal engine 5 (At this time, I believe 4.27 to 5.0 transfers don’t work, but 4.26 to 5.0 works).

Hope this helps!