How To Make a 3D Interaction Icon System in Unreal Engine 5
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- Опубликовано: 11 фев 2024
- Ready to make your first-person character even more robust? In this tutorial, we'll be building upon our existing true first-person setup and adding a 3D interactive icon system for our item blueprint. If you missed the previous tutorials, don't worry, I've got you covered with a card link to catch up. Get ready to make your game AAA quality with a 3D Interaction Icon System like in Resident Evil, Silent Hill, and so many more horror games! Subscribe now and let's get started!
Link to the assets used in the video:
drive.google.com/drive/folder... Наука
cant wait for the next videos! im making a horror kinda like resident evil 7 so your tutorials are just perfect for this! im just kinda stuck right now with making AI
cant wait for the pickup system
Will be making that soon! :)
super helpful! thank you so much man I'm gonna use this soon :)
No problem! :)
that is so useful.
Happy to hear it! :)
Super useful thank you! If we want to apply this Sphere Collision logic with icons to other Blueprints, would it be best to create a ChildActor like BP_SphereInteraction?
I would create a parent bp class probably classed BP_ItemIcon and then make the static mesh instance editable as well as radius size for both icons and then make child classes of that parent class for any item I would want to make. For example: Food item, Note item, etc would all be children of the parent class BP_ItemIcon in that case
help i did exactly what the tutorial asked but the collisions are small they ned tobe 1000 in radius to work and the icons dont show!
that sounds like you have a scaling issue with the size of your blueprint? or the mesh that it is a child of? I would recommend either making sure that the scaling of the bp is 1 or the mesh is 1 or if you are still confused, you are more than welcome to join the discord and we can try to help you out! :)
hi i have a question wouldn't casting be fine in this case because your casting the main character which will always be in memory or am i understanding this wrong?
Great question! From my understanding of memory usage in unreal engine, it is all dependent on instances. So for example, since we are using the first person character already, the memory usage caused from that character being spawned in will be present, but when you cast to the character in an item, it will cause an additional reference to the first person character for every single bp_item. This will cause an extreme load if there are many different items present in your game. They always say, if you dont have to cast, dont cast because youre essentially inheriting all the memory usage from that casted item. Better to be safe than sorry I suppose! That is my understanding at least, hope that helped :)
Thanks, I think I kinda get it now
But wouldn't it take a lot of time if we did the same thing for every interactable actor in the project?
Yea it would, but in the interact system video I followed with, I fixed it so that it would be a base blueprint for every item that you want to have that and then you can make a child of it every time and it would immediately have that!
@@codethings thank you🌹
I'll Check it now👍🏼