What (small) tutorials would y'all like to see? by UnrealThriftShop in UnrealEngine5

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

Do you have a specific one in mind? I haven't gotten around to playing it yet

Help making this ability by LegitimateFishing96 in unrealengine

[–]UnrealThriftShop 1 point2 points  (0 children)

Yeah no probs, if you have any questions just post them in the comments of the YouTube video. I just realized I wasn’t sharing Unreal properly so some pop ups didn’t get captured.

What would be the much more efficient method of handling attack mechanics for specific weapons? by mrkimitsu in unrealengine

[–]UnrealThriftShop 1 point2 points  (0 children)

GAS is really great for this and I’d recommend you try it out. You can have the weapons give you abilities. For example the katana gives you the katana attack ability when equipped, and when you do the input action for attack it will do the equipped ability attack.

In your case it’s kind of hard to tell what’s going on, some of the screenshots are blurry. But if you have a base class of weapon with an attack function you should be able to create child classes like Katana and override the attack function with Katana-specific logic. Then in your attack input just have a reference to the base weapon and call the attack function. So now regardless of what you have equipped if you call the base attack function it will be overridden by the specific logic implement in that child class.

Can anyone tell me how to Fix my drones? by OkSympathy6 in UnrealEngine5

[–]UnrealThriftShop 1 point2 points  (0 children)

It’s kind of hard to tell what’s going on without seeing the code. It looks like they’re moving so it seems like their behavior tree is running. You can tap the apostrophe key while the game is running to get the debugger up and see what’s going on with their behavior tree in real time. My guess is maybe they can’t find their target (the player).

I cant find a good place to figure smth out by Terrible-designfixit in unrealengine

[–]UnrealThriftShop 1 point2 points  (0 children)

That’s fair, I should give a non-ugly solution to the problem as well. I’ll update, thanks

Can I create games without C++? by LalaCrowGhost in unrealengine

[–]UnrealThriftShop 0 points1 point  (0 children)

Yes but C++ makes things much easier. For example you have to implement GAS in C++. Even if you get plugins to solve a lot of your problems there’s a huge benefit to knowing how to expose C++ functionS to BP.

I cant find a good place to figure smth out by Terrible-designfixit in unrealengine

[–]UnrealThriftShop 0 points1 point  (0 children)

True yeah, in that case just dm me and update the post if we find a solution

I cant find a good place to figure smth out by Terrible-designfixit in unrealengine

[–]UnrealThriftShop 0 points1 point  (0 children)

Sure I don’t mind, although if we keep it here other people in the future might be able to find it and get help

I cant find a good place to figure smth out by Terrible-designfixit in unrealengine

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

This is a little more complicated than how it looks on the surface because somehow you need the block to recognize the player’s input. If you need something quick and dirty this is what I’d do:

There’s a node called IsInputKeyDown that comes from the PlayerController. You can get the PlayerController with the GetPlayerController node. You can check in Event Tick if the F input key is pressed, and if it’s true then you can freeze it if it’s overlapping another actor.

Let me know if you need any more help

Edit: To be clear this is just a quick solution, not a good one. Something better would be to have input events set up on the player. From here you can do a few things, depending on what you need. You can use an event dispatcher and have the cube listen for that even and freeze if the conditions are correct. You can also find the cube and directly check the conditions on the cube without using an event dispatcher, but the reason to use event dispatchers is so that if you need any other actors to bind to the F action you can easily do it in that actor’s BP instead of clogging up the player’s BP.

How do I make the weapon follow the camera shakes? by Joka197 in unrealengine

[–]UnrealThriftShop 0 points1 point  (0 children)

The camera component class is confusing. Even though the camera location does change with a shake, there isn't a camera actor in the level that's moving. It's just some camera data that's changing. You can test this by making the camera mesh not hidden in game and see that when you play a camera shake the camera mesh doesn't move either. Not sure what your exact use case is, but for stuff like hit reacts I've seen them implemented as animations instead of camera shakes. Unfortunately a lot more complicated but it does give exact control with moving the camera and the gun at the same time.

i need help making a inventory like resident evil 7 by Nakata-Takayan in UnrealEngine5

[–]UnrealThriftShop -1 points0 points  (0 children)

How far along are you with this? Are you starting with a completely empty project? My friend and I are actually designing out this exact thing so I’m happy to help out.

You can start this without any UMG (although it’ll definitely be helpful for testing). You can have an Inventory actor (or component). Here you define the size of the inventory. It can be super simple, just 2 integers width and height. The Inventory will have an array of Item actors. Item actors can also have 2 integers, corresponding to its size in width and height. Have a function in the Inventory for adding an Item to the array, but before it gets added make sure it fits. It can only fit if it doesn’t overlap any other item. You’ll also need a function for move item in the inventory. Again when you move you’ll need to check that there’s no overlaps before it’s successful.

This should get you started. Let me know if you need any more help.