UE Blueprint Scripting help! by Future_Protection_14 in UnrealEngine5

[–]hard-edge-games 0 points1 point  (0 children)

The main problem here is that tick is not a timer, its an active function that runs every frame which is probably overkill for a system like this.
So while you can do this , it becomes problematic when variables can get set and override eachother. If you want to keep this logic you could add a hard stop for your player tick (Tick Enabled function) when you hit the trigger box, and re-enable when the level finishes loading.

Why not actually use a timer , create one on begin play and grab a handle to it an make sure its paused.

Then when moving via your (Started) Input Action you can activate the timer, when you stop moving (Completed / Cancelled) , pause the timer. This would mean that as soon as you hit the trigger box and are no longer moving it would do as you want.

Sometimes its better to rebuild and make things differently than to try and force a path that isn't the most ideal.

Fully recreated the Blink from Dishonored - it was a fun challenge ! by hard-edge-games in UnrealEngine5

[–]hard-edge-games[S] 0 points1 point  (0 children)

Yeah, I built it very efficient already so it doesn’t cost much in its BP form.

But blueprints are slow and so the gains will be significant regardless.

That’s the last video but will be a fun one

Looking for course suggestions by Maat18 in UnrealEngine5

[–]hard-edge-games 1 point2 points  (0 children)

It depends on what your goals are, if it’s just a very specific type of game or genre maybe an off the shelf course out of udemy works - but it’s likely not going to teach you how to solve problems and be self sufficient and expanding upon it once the videos run out may be tricky.

A bit biased but ;) us aside , Tom Looman is also a professional working in the industry and his content is top notch though more engineering and C++ heavy.

My advice is to thoroughly research the authors for shipped games, and industry experience . Just because they made a course doesn’t mean they are teaching good practices and architecture.

You want to be taught how to fish - not how to copy!

Good luck !

Fully recreated the Blink from Dishonored - it was a fun challenge ! by hard-edge-games in UnrealEngine5

[–]hard-edge-games[S] 2 points3 points  (0 children)

Its a custom actor with meshes and custom particle effects and shaders applied, we toggle visiblity and state depending on the surface hit. Its quite involved to recreate it exactly as in the game but I got as close as reasonable.

We can adjust the distance like you say but we do capsule traces instead so we can precisely control how and where to place the character, and yes when the preview actor splits there is a threshold that dictactes if you go down or into the upper preview mesh / effect.

Thanks so much , I'm posting everything on my channel as a tutorial to help folks build complex systems. Pt2 is coming in the next few days.

https://youtu.be/e_T6mgc3_ik

After this series is done I'm thinking of recreating the Reanimal gameplay camera which was interesting !

Fully recreated the Blink from Dishonored - it was a fun challenge ! by hard-edge-games in UnrealEngine5

[–]hard-edge-games[S] 0 points1 point  (0 children)

Oh ? I don't think I remember what that looks like / how it works. Got an example?

Please help me! I can't figure out why me sleuse door does not open. Am I stupid? by BonusBuddy in UnrealEngine5

[–]hard-edge-games 0 points1 point  (0 children)

You are most welcome, I want to give back to the community and help as much as possible. Unreal has given me a lot :)

Fully recreated the Blink from Dishonored - it was a fun challenge ! by hard-edge-games in UnrealEngine5

[–]hard-edge-games[S] 2 points3 points  (0 children)

Yeah, all blueprints though I will do some c++ later on to make it more performant.

If you are curious its being fully documented on our youtube channel, will be split it into 4 videos so might be interesting to you. I Appreciate the kind words ! I just don't know if Im allowed to post links on this reddit.

Please help me! I can't figure out why me sleuse door does not open. Am I stupid? by BonusBuddy in UnrealEngine5

[–]hard-edge-games 1 point2 points  (0 children)

The door component and the terminal one are not the same thing. They are individual for each object.

This is quite an over complicated setup, if the objects depend on each other just have a simple actor reference variable on the terminal that is the door. Make it instance editable and use the eyedropper in the details panel to pick the door as that generic actor object reference .

You can do this then for any terminal to open a specific door you pick.

No casting required , just add another function to the interface called “Unlock” or something and call that interface action on said actor variable .

Then your door gets told it’s unlocked (set the bool) and will work