Thanks Laley. I just want to say that I missed out on 2 parts that took me a while to debug: 1. I missed going into BP_GameMode to set the pawn class to "BP_FirstPersonCharacter", which resulted in the HeadsUpDisplay not showing up for a quite a while. Luckily I managed to find this error at some point so the display finally started popping up. 2. I also missed out on the "plus" function for the "end" pin of the Line Trace by Channel and was stumped why the test cube was not changing colour, until I turned on the debug line, and realised that my debug line was stuck in a 90 degree angle. With the debug line, I managed to eventually figure out that it was because the camera rotation was not added to the player location and adjusted that. For this part, I realised it was also ok to "get first person camera" then get the "world location" and "world rotation" from the camera instead. Overall very useful tutorial! Learnt a lot from you! Thank you.
you can create a lesson on creating a location map or an open world, not a minimap and not a landscape, but as in all games there is a location map with labels and where the character is located
There are a lot of videos showing how to pick up and object and throw it- but I can’t seem to find a video that allows the player to only drag objects! How could I make it that the player can drag furniture around without being able to lift it above their head? When I try locking the furniture asset on the Z axis, it starts sliding around as if it’s on ice lol
For me it seems to be ignoring the Interaction Blueprint and is interacting with every actor.. the floor meshes for instance.. not sure what's going on. Also the post processing doesn't work at all :(
Am I right in thinking that the material postprocessing only works in first person view? When my third person view character interacts with the test object, the highlight colour is also applied to the character.
Great video! My only issue is that when i get close to the object, the whole world turns yellow rather than just the object. Any idea where i might be going wrong at all?
UPDATE: Got it to work, I was using 'custom event' not 'event tick' I guess that means because it needs to run on every frame not just once. BUT, new problem is that the highlight and message is flickering as if it's happening on every second frame.
So I resolve this problem. I remove this branch at 9:13 of the video. I just link the "Set Loc Hit Result" to the "Get Loot At Component" without check if the "Look at Component" does equal to the "Hit Component" from the "Break Hit Result". It works perfectly ! 🥰
@@speedmilesgood Would you be able to provide a screenshot of your fix? Im way better at visuals than text so Im afraid Ill screw up my hard work hahah
I’m sure the content of this video is really useful but the awful audio had me switching it off after a few minutes. I think your noise suppression or audio gate is attacking the start of your voice. Please fix this in future videos as your content is really useful to so many.
You rule Ryan, thanks for making these tutorials- extremely helpful!
Oooo...nice one man...I'll be lurking around these vids for sure!
Love this topic! Thank you, you'll get a new patron soon
Absolutely legendary
Thanks Laley. I just want to say that I missed out on 2 parts that took me a while to debug:
1. I missed going into BP_GameMode to set the pawn class to "BP_FirstPersonCharacter", which resulted in the HeadsUpDisplay not showing up for a quite a while. Luckily I managed to find this error at some point so the display finally started popping up.
2. I also missed out on the "plus" function for the "end" pin of the Line Trace by Channel and was stumped why the test cube was not changing colour, until I turned on the debug line, and realised that my debug line was stuck in a 90 degree angle. With the debug line, I managed to eventually figure out that it was because the camera rotation was not added to the player location and adjusted that. For this part, I realised it was also ok to "get first person camera" then get the "world location" and "world rotation" from the camera instead.
Overall very useful tutorial! Learnt a lot from you! Thank you.
you can create a lesson on creating a location map or an open world, not a minimap and not a landscape, but as in all games there is a location map with labels and where the character is located
hi ; could you help me to understand why my highlighted cube is always blinking ??
There are a lot of videos showing how to pick up and object and throw it- but I can’t seem to find a video that allows the player to only drag objects! How could I make it that the player can drag furniture around without being able to lift it above their head? When I try locking the furniture asset on the Z axis, it starts sliding around as if it’s on ice lol
For me it seems to be ignoring the Interaction Blueprint and is interacting with every actor.. the floor meshes for instance.. not sure what's going on.
Also the post processing doesn't work at all :(
Can i copy this and expect it to work in Unreal 5?
Instead of highlighting objects, how do I make it so that the crosshair sprite changes when I hover over objects?
This would be super useful for me as well, but I'm sure i'll find info on it someplace.
in third pers the hole caractair will be yellow any help ?
Am I right in thinking that the material postprocessing only works in first person view? When my third person view character interacts with the test object, the highlight colour is also applied to the character.
Great video! My only issue is that when i get close to the object, the whole world turns yellow rather than just the object. Any idea where i might be going wrong at all?
UPDATE: Got it to work, I was using 'custom event' not 'event tick' I guess that means because it needs to run on every frame not just once. BUT, new problem is that the highlight and message is flickering as if it's happening on every second frame.
Hello ! You find a solution ?
I have the same problem
Same here, using 3rd person, and see the highlight through my character
So I resolve this problem. I remove this branch at 9:13 of the video. I just link the "Set Loc Hit Result" to the "Get Loot At Component" without check if the "Look at Component" does equal to the "Hit Component" from the "Break Hit Result". It works perfectly ! 🥰
@@speedmilesgood Would you be able to provide a screenshot of your fix? Im way better at visuals than text so Im afraid Ill screw up my hard work hahah
Stuck in the tutorial because you decided to hotkey your way to color creation at 21 mins. :/
1st
I’m sure the content of this video is really useful but the awful audio had me switching it off after a few minutes. I think your noise suppression or audio gate is attacking the start of your voice. Please fix this in future videos as your content is really useful to so many.
Yeah it was discovered too late and was fixed in later videos/series