Thanks for this. Just a heads up for whoever is also using the right thumbstick with this setup. Don't use the Event tick, Instead make a custom even and call it with the Input action, that way it will not interfere with your Rightstick inputs.
Thank you, this is looking like a promising resolution to the problem I'm having with a camera angle very similar. If this works for me it will certainly remove months of frustrations of not finding a solution to my problem. Will report back once I implement!
Отличный туториал как и прочие. Вопрос а будет ли работать этот метод не в top-down проекте, а в подобии rts где камера отдельный независимый pawn и не привязана к управляемому character? Просто поменять ссылку на springarm камеры?
Ok this worked a treat! because im not using a player controller i had to modify it a bit in the character BP by calling get player controller and then get controlled pawn from that. As a question how would you suggest we get our character to aim up and down at this point? for example the enemy is on a lower floor and our character is on a higher floor and vise versa enemy above with player below? TIA
Hi, I would like to avoid real differences in height, as seen in many top-down games. But, currently, I know two ways to implement this: 1) Uncomfortable but requires less code: Use the position of the enemy under the cursor. 2) More complex: Use the projections of enemies and the character (or shooting point of the gun) onto the screen, and use the position of the nearest enemy in the shooting direction. You can also combine these approaches to determine the Z position of the target enemy. After finding the Z position, you need to determine the angle to set for the bones in the Animation Blueprint.
@@bujny-games thank you for replying and the suggestions! I’m not the greatest working out mathematical functions lol. Would a 1D aim offset work for those ideas? I’ve followed some of you other tutorials with bones etc. Any chance of a video? Haha Thanks again
Hi, I have a tutorial about smooth rotation ruclips.net/video/OYNvg18wGEU/видео.html, but it won't be included in the top-down shooter series. If you want you can add it to current solution in your project.
Following this tutorial, I'm encountering an issue where moving my mouse does not rotate the character at all. The issue seems to come from the "Deproject Screen to World" function, as it is outputting the same World Direction regardless of mouse location. I know the mouse is being properly tracked, because I can see the output Location X and Location Y being tracked when debugging. Has anyone else encountered a similar issue? I'm not sure what I'm missing here
Thanks for this. Just a heads up for whoever is also using the right thumbstick with this setup. Don't use the Event tick, Instead make a custom even and call it with the Input action, that way it will not interfere with your Rightstick inputs.
Thank you, this is looking like a promising resolution to the problem I'm having with a camera angle very similar. If this works for me it will certainly remove months of frustrations of not finding a solution to my problem. Will report back once I implement!
this feels the best
nice update, will implement to my game ;) thank you
Amazing, worked perfectly
Amazing video !
thanks for the video keep up the good work!
Отличный туториал как и прочие. Вопрос а будет ли работать этот метод не в top-down проекте, а в подобии rts где камера отдельный независимый pawn и не привязана к управляемому character? Просто поменять ссылку на springarm камеры?
Ok this worked a treat! because im not using a player controller i had to modify it a bit in the character BP by calling get player controller and then get controlled pawn from that. As a question how would you suggest we get our character to aim up and down at this point? for example the enemy is on a lower floor and our character is on a higher floor and vise versa enemy above with player below? TIA
Hi,
I would like to avoid real differences in height, as seen in many top-down games.
But, currently, I know two ways to implement this:
1) Uncomfortable but requires less code: Use the position of the enemy under the cursor.
2) More complex: Use the projections of enemies and the character (or shooting point of the gun) onto the screen, and use the position of the nearest enemy in the shooting direction.
You can also combine these approaches to determine the Z position of the target enemy. After finding the Z position, you need to determine the angle to set for the bones in the Animation Blueprint.
@@bujny-games thank you for replying and the suggestions! I’m not the greatest working out mathematical functions lol. Would a 1D aim offset work for those ideas? I’ve followed some of you other tutorials with bones etc.
Any chance of a video? Haha
Thanks again
Good afternoon! How is the rotation speed controlled here?
Hi, rotation is updated immediately, if you want smooth rotation I have about video which I didn’t include to series.
Hi, will there be a delay in the character's body rotation with this system or is it already working? it's just not visible here.
Hi, I have a tutorial about smooth rotation ruclips.net/video/OYNvg18wGEU/видео.html, but it won't be included in the top-down shooter series. If you want you can add it to current solution in your project.
Hello, is it possible to make the character move towards the mouse cursor?
Hi, sure, you can use way to get position to move from this video ruclips.net/video/oM58TNPHZy8/видео.html
Following this tutorial, I'm encountering an issue where moving my mouse does not rotate the character at all. The issue seems to come from the "Deproject Screen to World" function, as it is outputting the same World Direction regardless of mouse location.
I know the mouse is being properly tracked, because I can see the output Location X and Location Y being tracked when debugging. Has anyone else encountered a similar issue? I'm not sure what I'm missing here
Hi, what do you set to player pin in Deproject Screen to World?
@@bujny-games Sorry for the late response, I have it set to Self. I've also tried setting it to Get Player Controller at Player Index 0
why does my whole camera move? instead of just my character moving everything does
Hi, If your camera rotates, you have probably applied rotation to the camera.
Pliss unreal engine 4.27 tutorial joystick for android
Sorry, but I don't want to do any video about Unreal 4