I realized I didn't show the use functionality in the player character and the use interface. Here are the blueprints for them: drive.google.com/open?id=1hWntVle-urX9_5VwvVm-DGRtkJeKD8E6 drive.google.com/open?id=1fOD6d1JB3o0iapuBMhq13dD4N_G4GqOR
This is awesome. I hope you could make a compiled blueprints/plugin/template with different uses of physics-mechanics and very easy customization for beginners. Then sell it to the unreal marketplace so that we can buy and use it immediately :D. Please apply for an epic megagrant that should really propel your career further.
I was trying to shoot myself as a thirdperson character. I set myself like 10kg and still cant shoot properly. The arm moving too slow. I dont have same problem when shooting ball or another small mesh object. What should i focus on to make it shoot me propely?
Does anyone know how the catapult arm has a convex collision so the boulder stays in the bucket and is a physics object at the same time? i can't seem to able to get this to work.
Good question! Yes, you can change the shoot force. Here's the blueprint for that: drive.google.com/open?id=1uN4fHZnNbJyQNMuWtOunAUN0stHqkIlS First, create a function called 'Set Spring Strength' with a Strength (float) parameter, then in that function call the 'Set Angular Drive Params' function on the Spring and plug the Strength into the Position Strength. Then, you can call that function wherever you want to change the strength. For example, in the Event Begin Play or a custom event if you want. It's not really possible to change the shoot distance directly. You'll have to set the shoot force and see what that gives you. Because the movement of the projectile is calculated with physics, the distance will vary from one shot to another even using the same projectile. Even the direction will vary a little bit. If you need a precise movement, you shouldn't use a physics constraint to launch the projectile, rather you should set its launch speed and direction directly.
I realized I didn't show the use functionality in the player character and the use interface. Here are the blueprints for them:
drive.google.com/open?id=1hWntVle-urX9_5VwvVm-DGRtkJeKD8E6
drive.google.com/open?id=1fOD6d1JB3o0iapuBMhq13dD4N_G4GqOR
good work men, but the "use", what kind of blueprint it is ? actor, pawn, character...
it's ok i find XD
@@dorianhumblet9124 Did you find out which one it is
a lot of people didnt get whats going on here
@@dorianhumblet9124 ruclips.net/video/xNKwsJGv--k/видео.html this would help to get what he is saying i did it with this
Good work, this helped me a lot. You should put this stuff on Udemy, it is much better than most of the stuff they have on their.
This is awesome. I hope you could make a compiled blueprints/plugin/template with different uses of physics-mechanics and very easy customization for beginners. Then sell it to the unreal marketplace so that we can buy and use it immediately :D. Please apply for an epic megagrant that should really propel your career further.
Thank you very much. ....you are the best
One question!How do I use the mouse to drag the ball in the game? Although I set the characterblueprint according like your update
Have you found a way to add or take travel speed for the catapult in order for the ball to go further or higher?
I was trying to shoot myself as a thirdperson character. I set myself like 10kg and still cant shoot properly. The arm moving too slow. I dont have same problem when shooting ball or another small mesh object. What should i focus on to make it shoot me propely?
That looks interesting, Hope more tutorials!!
Well, if you like this one, you'll definitely like the next one I'm looking into doing: a trebuchet!
That should be fun. 🙂
And the trebuchet video is out!
Спасибо!
Thanks for video. I have a qustion about how to make the Use function in detail.
7:54
Also read about UE4 interfaces
Does anyone know how the catapult arm has a convex collision so the boulder stays in the bucket and is a physics object at the same time? i can't seem to able to get this to work.
edit the static mesh properties and generate convex collisions at the bottom right. make sure to delete the auto collisions
Hi. can you change ingame the shot force (distance)?
Good question! Yes, you can change the shoot force. Here's the blueprint for that:
drive.google.com/open?id=1uN4fHZnNbJyQNMuWtOunAUN0stHqkIlS
First, create a function called 'Set Spring Strength' with a Strength (float) parameter, then in that function call the 'Set Angular Drive Params' function on the Spring and plug the Strength into the Position Strength. Then, you can call that function wherever you want to change the strength. For example, in the Event Begin Play or a custom event if you want.
It's not really possible to change the shoot distance directly. You'll have to set the shoot force and see what that gives you.
Because the movement of the projectile is calculated with physics, the distance will vary from one shot to another even using the same projectile. Even the direction will vary a little bit. If you need a precise movement, you shouldn't use a physics constraint to launch the projectile, rather you should set its launch speed and direction directly.
Sounds good, thank you. Tomorrow i will try it. Good tutorials, keep it up. Finally not a 21311. how to make tps/fps videos :)
I shouldn't have enjoyed loading Mannequin physics meshes into this as much as I did.
And, yet.
Is this a third person view?
No, it's first person.
If it were third person, you would be able to see the character that I was controlling.
But the catapult functions the same, whether it is first person or third.