UE4 Tutorial: Compass (Skyrim, PUBG)

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  • Опубликовано: 8 июн 2024
  • How to create a dynamic compass such as is found in Skyrim and PUBG using a single HUD widget. Topics covered: Widgets, blueprint scripting, blueprint functions.
    Note: I very quickly deal with the maths involved to keep the video around my usual 20min mark, but if you'd like to see how these values interact with each other, connect a 'Print String' node to your network and plug your values into the string input.
    LINKS:
    Assets Download - bit.ly/2KncQ7b
    CONTACT:
    Twitch - / bevd0g
    Discord - / discord
    ArtStation - www.artstation.com/artbybeven
    email - jack.beven@gmx.com
    E-Mail - underscore@gmx.com
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Комментарии • 186

  • @painsme2
    @painsme2 5 лет назад +10

    I had to change the Event Construct to a timer for mine to work. I don't know if 4.21 is different or if anyone else had this issue however mine is working great! Event Timer!!!

    • @underscore00
      @underscore00  5 лет назад +1

      Thanks for letting us know! Great tip :)

    • @noisyether9211
      @noisyether9211 5 лет назад +1

      Can you exsplane. The Marker in keep falling off the screen

    • @RobertGameDev
      @RobertGameDev 4 года назад +1

      How do you change the Event Construct to Event Timer. Right click and searching for Event Timer gives me a "set timer by event" but requires an event, and I dont know what to do with that.

    • @kazutokirigya2960
      @kazutokirigya2960 4 года назад +2

      I am using 4.24.0 and it works the same way as underscore did in his video

    • @Anrechnung4
      @Anrechnung4 4 года назад +1

      @@kazutokirigya2960 Really? I am using 4.24 too and it does not work for me. Can you maybe send a picture of your Code? Maybe you cha nged something

  • @lekreator
    @lekreator 3 месяца назад

    Thank you friend! 6 years later and it works perfectly in unreal 5.2.1

  • @hanythabet4027
    @hanythabet4027 3 года назад +1

    THANK YOU! Managed to get a compass into my existing hud just following your tutorial!

  • @MemeBoy192
    @MemeBoy192 Год назад +3

    For those who don't know how to offset north for the compass, in the "Points" image, go to Render Transform and just edit the position in Transform >> Translation to the desired value.

  • @rob_meade
    @rob_meade 3 года назад +7

    Thanks for this tutorial, it was really useful.
    One thing I did slightly differently was to set the Alignment to 0.5 for both X and Y on the compass image. This centres it within the compass canvas panel, as such, I was then able to remove two of those magic numbers that were added (the 2700 and the -30).
    Would be nice to get a solid fix for the cardinal positions / sun position so that all of these aligned correctly and were using the same settings, rather than perhaps rotating the skybox / editing the compass image.
    Thanks again though, appreciate your efforts :)

    • @ogradus
      @ogradus 3 года назад

      I was looking for the same thing. You'll just have to make your own UI to set X=0 or Y=0 to North

  • @AntsUnrealTutorials
    @AntsUnrealTutorials 5 лет назад +1

    Brilliant tutorial. Going to make a diegetic version that sits within the game world. Thanks for posting :)

  • @northgaterebel8096
    @northgaterebel8096 5 лет назад +4

    Thanks for the sweet tutorial! On a side note my project includes switchable 1st/3rd person cameras and when I use a branch in the construction script to feed the currently active camera into the Set Rotation it creates 2 instances of the compass, one for each camera. So weird. If I use the 3rd person camera alone for Set Rotation it shows one compass and works correctly for both cameras.

  • @ashwinsveta
    @ashwinsveta 2 месяца назад

    Thank you so much, I tried it on 5.3.2 and it works like a charm! you are brilliant ! the math went over my head, but I hope to add print steps in between and try to understand how it works, for now just going to have fun with my game.

    • @barcanei
      @barcanei Месяц назад

      hey quick question, how'd you get it to work on 5.3.2? I can't find the follow camera variable used at 4:59.

  • @hillstudios1
    @hillstudios1 3 года назад

    Thanks bro.Hope you are safe in these times

  • @Baltasar88
    @Baltasar88 5 лет назад +1

    Thanks for the video!! it was really helpful!!

  • @Saimon310
    @Saimon310 2 года назад

    Thank You for this Tutorial.
    With best wishes from Belarus! ))

  • @RiverFox_YT
    @RiverFox_YT Год назад

    what a fantastic and simple tutorial, nice thank you. subbed

    • @underscore00
      @underscore00  Год назад

      Thank you for the kind words! :)

    • @RiverFox_YT
      @RiverFox_YT Год назад

      @@underscore00 i do have one question, when character dies and respawns this error occurs *** Blueprint Runtime Error: "Accessed None trying to read property Rotation". Node: Return Node Graph: CheckNavPoint Function: Check Nav Point Blueprint: Compass_HUD

  • @RobertGameDev
    @RobertGameDev 5 месяцев назад

    So years later, from 4.21 and 5.3, after encountering the same issue where the Points image disappeared, encountered the same issue in ue5.3. Removing the default .5 alignment on the Points image worked!

  • @eydhjhsn
    @eydhjhsn 2 года назад

    Thanx alot. This really helped.
    For those who struggle to align the compass with the real north in your project: inside the function "SetDirection" add the node "SetRelativeRotation" to the variable "Rotation" and choose an adequate Z angle to shift the compass bar according to your need. Took me around a week to discover it. maybe because I´m a noob :D

    • @joe-9718
      @joe-9718 2 года назад

      Hey can you please expand on this? Set relative rotation on what exactly? Really would appreciate elaboration on this thank you

  • @christopherkurzak5187
    @christopherkurzak5187 2 года назад

    Amazing tutorial!

  • @arceah9351
    @arceah9351 5 лет назад +2

    I've got an issue with mine where when I look too far up or down with my camera the objective marker disappears, it comes back when I'm looking center but I would still like to fix it

  • @CreativeOven
    @CreativeOven 4 года назад

    Wow you are awesome m8 thank you for this tutorial

  • @michaellutz4154
    @michaellutz4154 Год назад

    hey this was so handy and i was able to get it to work with moving enemy's by turning the objective marker in to its own widget and using interfaces and for each loops to assign an icon to each enemy at begin play and assigning the enemy location to each widget using interfaces and timers by events the end result was very effective and didn't drop my frames at all only thing i had trouble with was the fact that my camera is offset from the player so it took some work arounds to get the icons to display at the right times.

  • @macekane
    @macekane 5 лет назад +3

    Edit: Turns out that was not the problem. I had the timer function set to 0.01 and not 0.001. It was working, just very slowly lol.
    Help? The "Target Follow Camera" won't work. When I try to search it up nothing with the word "follow" comes up. I have multiple cameras set up for my first person player character, and have different names for each camera. My third person camera is named "TPCamera", and my first person one is named "FirstPersonCamera" and with all of this I used the First Person Template.

  • @nikgiak2994
    @nikgiak2994 2 года назад +1

    Hello. So at 12:10 you are casting to player character on every tick? Why not take a player reference at widget event construct? Or use again the event by timer for the nav point check too, like you did for the compass I wonder
    (btw I think this is the best skyrim like compass tutorial on youtube)

  • @ty_teynium
    @ty_teynium 3 года назад +1

    So The compass stops rotating when I die, and When I respawn the compass stops working altogether.

  • @kazutokirigya2960
    @kazutokirigya2960 4 года назад +3

    i really enjoyed this tutorial it was easy to follow and very well done

    • @underscore00
      @underscore00  4 года назад

      Thank you! I'm glad you liked it :)

    • @kazutokirigya2960
      @kazutokirigya2960 4 года назад

      @@underscore00 you're welcome i was adding a compass to my game that i am building it is a JRPG, FPS, and Parkour hybrid the mechanics i use from FPS are a minimap and an overshield to protect the players health

  • @WiccanWarrior63XD
    @WiccanWarrior63XD Год назад +2

    For UE5 you have to set the smaller canvas pannel to CLip to Bounds as well or the clipping wont work

  • @Jack-we3hw
    @Jack-we3hw 3 года назад

    so i have this set up with another character but once the marker goes too far off the canvas panel it disapears, is there any way that the orange marker can be seen on the compass on the far right or left so its always in the canvas panel instead of being hidden?

  • @echboy_music
    @echboy_music 2 года назад

    thx so much man

  • @MastaCGaming
    @MastaCGaming 3 года назад

    Awesome Tutorial. Took a little work to get mine working correctly with an eastern rising sun but after that it works very well and is very clean. Much appreciated and keep it up!

    • @asceofclubs
      @asceofclubs 3 года назад

      How did you manage that?

  • @AxelHjelmqvist
    @AxelHjelmqvist 11 месяцев назад

    Very good tutorial but how do we add new objectives as they come up? Does not seem so flexible

  • @Lorecastapendragon
    @Lorecastapendragon 4 года назад +1

    thanks very much, very clearly spoken and well presented

  • @zeon3d755
    @zeon3d755 Год назад

    What changes you have to make if you don't want the entire width of the screen but only place the compass in the right bottom hand corner with a specified width?

  • @brianlaflamme1948
    @brianlaflamme1948 4 года назад +2

    Is there a quick way to orient the compass differently? i want north to be a different actual direction cause im just now implementing this on top of previous work done..

    • @virtualreality6746
      @virtualreality6746 3 года назад

      hi, did you find a solution for this ? i would be interested too

  • @Jonathan_Bryan
    @Jonathan_Bryan 2 года назад

    I realize I'm late to the party here, so I don't expect much. I am working on a project which allows the player to switch between TPV and FPV using a keybind. Using this compass, which works perfectly while in TPV, (as it uses the equivalent of the follow camera), but it stops rotating at all while the camera for FPV is active. There are two cameras that the view switches between, but the TPV camera does not move. Any ideas as to why this breaks in FPV? Thanks.

  • @NainoaFaulkner-Jackson
    @NainoaFaulkner-Jackson Год назад

    I'm having a very odd behavior.
    Upon first starting play, the quest indicator appears over the correct location, and it does rotate with the compass correctly as I look around.
    But as I actually move around inn the level, the quest marker doesn't move to match. It stays pointed in whatever direction it was originally, as though my objective is moving with me in space.
    I can't figure out what may be causing it, the rotation is clearly working correctly so I'm not sure why location wouldn't be.

  • @Video-by6lp
    @Video-by6lp 3 года назад +1

    Thank you !!!

  • @eyeray6170
    @eyeray6170 5 лет назад

    Thanks for the compass! But I have an issue as reported by Arceah. Using a third person camera, when you move the view far up, or far down, the marker disappears. Only appears when you have the camera leveled near the horizon. Any fix with this?

    • @Lanbob
      @Lanbob 4 года назад

      11 months later, Did you find a fix?

  • @PastPresentPlay.
    @PastPresentPlay. 6 лет назад +7

    can we get a tutorial on like meteors falling and destroying architecture? something weird but cool to implement. Also, Love the tutorials!!

    • @underscore00
      @underscore00  6 лет назад +2

      Yeah I could probably do that :) I've got a few videos planned first, but I'll definitely look at it!

  • @Tiparium_NMF
    @Tiparium_NMF Год назад

    This is mostly working without a hitch, but I am having an issue where the Check If Behind function seems to be returning totally incorrect values.
    I don't math hard enough to understand how to fix it. The one difference between my code and yours is that my normalize function on the vectors takes in a Tolerance argument. Not sure if that's breaking anything or not.

  • @handcandyrocks
    @handcandyrocks 6 лет назад +3

    hi great tutorial - how do you change size of the compass image, when i use a image of width 2048 i get gaps when compass translates thx

    • @underscore00
      @underscore00  6 лет назад +1

      Thanks! There's a float value in the HUD blueprint (in the function) that sets the 'loop' point of the compass. Experiment with your maths, you'll find the right values :)

    • @lunaruzz7639
      @lunaruzz7639 5 лет назад

      @@underscore00 i dont find it can u help me please ?

    • @underscore00
      @underscore00  5 лет назад +2

      No worries! It's the subtract value in the 'Set Direction' function. Just keep tweaking that number until the compass image fits neatly :)

  • @CulbladeStudio
    @CulbladeStudio 5 лет назад +2

    All very nice. But, how would you set North to a specific direction in the game?

    • @underscore00
      @underscore00  5 лет назад

      You'd have to edit the compass image and rearrange the N S E W letters. You can also rotate the sky sphere to reposition the sun.

    • @luciger_globus
      @luciger_globus 3 года назад

      You could also add an offset to the front of the rotation (before the * -1.0 operation). And Skjold Game Studio suggestion below to use Set Translation instead of Set Position is a great improvement to this swell tutorial

  • @JoeTheSpaceGuy
    @JoeTheSpaceGuy 5 лет назад +3

    Any way I can add an offset to the compass texture? Right now when the player's world rotation is 0, the compass is at SW and not North.

    • @underscore00
      @underscore00  5 лет назад +1

      The quickest way is to rotate the skybox until it lines up, but you could also directly edit the compass image so the coordinates line up

    • @AlphaBear2
      @AlphaBear2 4 года назад +1

      I also thought about this problem and found a very simple solution -
      In the "Set Direction" function (Compass widget) add a "Float + Float" after the "GetWorldRotation" , connect in all together and calibrate however you want it :)
      It's a late reply but hopefully will help others in the future

    • @vegitoblue2187
      @vegitoblue2187 3 года назад

      probably calculate the change in rotation for the directional light and add that value to world rotation

  • @themikead99
    @themikead99 Год назад

    I know this comment is super late to this party but is there a way to align the compass with a specific north vector? I'm modding a game and this would be a very useful tutorial if not for that one thing.

  • @GeorgeWulfers_88
    @GeorgeWulfers_88 3 года назад

    Why not just use the visibility node to hide or show the ui element?

  • @Ali107
    @Ali107 5 лет назад +3

    Can you make a tutorial on landscape changing its shape on blueprints? Like Explosion craters...

  • @Atl3m
    @Atl3m 2 года назад

    Did you Ever do a Upgrade on this compass ? i need More NavPoints and dynamic .

  • @liquid3973
    @liquid3973 10 месяцев назад

    Hello,
    I did everything exactly as in the video, unfortunately it does not work for me.
    the compass rotates, but probably so fast that you can not see it.
    I already use the Unreal Engine 5.1.
    I hope you can help me.

  • @graemeburns3492
    @graemeburns3492 3 года назад

    Hey, trying to adapt this to a default first person character and as mentioned below, I don't have the get follow camera node. I try to get first person camera as well, the compass displays but doesn't change. Am I missing something? Thanks!

  • @YunoH-sd6of
    @YunoH-sd6of Месяц назад

    Good tutorial. Five years after your video I ask you: How can I make the compass rotate on an artificial horizon? (I'm really new to this and learning from videos). Google translator helped you understand me...

  • @vegitoblue2187
    @vegitoblue2187 3 года назад

    Thanks a lot for using good programming practices. Not many people do it in their tutorials

  • @zsarfraz8938
    @zsarfraz8938 2 года назад

    I am using als4 and the follow camera thing doesn't show.. How can I use it?

  • @nitinnishad4810
    @nitinnishad4810 2 года назад

    hey can you tell how to do this in multiplayer as it is not working when I'm playing as client.

  • @RobertGameDev
    @RobertGameDev 4 года назад +1

    The compass just disappears completely beyond NW and leftward, and the art does not loop even though I checked that Loop box on the timer by function. SE floats of the screen perfectly fine when I rotate to the right, but NW does not come after it, nothing does. (Version 4.21)
    EDIT: Found the issue. the "points" image or texture cannot be perfectly centered for some reason. After setting its X position to a random value manually, it works perfectly fine!

    • @JenkaYT
      @JenkaYT 4 года назад +1

      I had a similar issue, I think I accidentally changed the size of the image within the designer.. To correct it, all I did was change the 'Points' image X dimensions within the designer to 5400 and it worked a treat!

    • @RobertGameDev
      @RobertGameDev 5 месяцев назад

      @@JenkaYT So years later, encountered the same issue in ue5.3. My solution above and yours did not solve the problem. Removing the default .5 alignment on the points image worked!

  • @madisonwentz1961
    @madisonwentz1961 2 года назад +1

    Mine will NOT loop, no matter how many times I rewatch this (Blank spot with West).

  • @skjoldgames
    @skjoldgames 4 года назад +8

    I had to use `SetRenderTransform` instead. No big deal but I had to divide the float by two so the compass would rotate properly. I'll add an image of my blueprints for reference. pbs.twimg.com/media/EM10YNMU4AIWlK1?format=jpg&name=small

    • @underscore00
      @underscore00  4 года назад +1

      Thanks for the update! I just tried this and it works perfectly - The initial discrepency could be because I made this video with 4.18 and there's been like 6 point releases since then. Anyway, thanks for the solution

    • @Wicksta473
      @Wicksta473 4 года назад

      Tried this but I can't seem to get it to work right.

    • @skjoldgames
      @skjoldgames 4 года назад

      @@Wicksta473 take a screenshot of your blueprint and email it to me. Maybe I can help.

    • @Wicksta473
      @Wicksta473 4 года назад

      @@underscore00 Tried the other guys solution. At first I couldn't connect the Slot as Canvas Slot Node's Return Value to the Set Render Translation's Target Node. I eventually realized I could just connect Points directly to the Set Render Translation's Target Node. Got past that hurdle. Then when I test it now appears to cut out any compass points from SE to North while rotate clockwise, in the counter-clockwise direction from North to South-East also disappear.
      My speculation was it has something to do with the CheckIfBehind function we made. Tried changing that to a less than or equal to 140 degrees but that didn't fix the compass not showing the south or west directions.
      Ok, I moved the points position on the HUD Widget and something about that is what causing issues with the compass cutting off part of the points.I double checked the clipping, the Clipping on the Points part of the widget is set to clip to bounds. Alright well I'm tapped out for now but the compass is 75% working lol.

    • @Wicksta473
      @Wicksta473 4 года назад

      @@skjoldgames Alright sounds good. Any idea which part in particular you would like to see? My blueprint looks identical to your example. My attempts thus far only point me in the direction of the compass widget having an issue. As I rotate my third person character camera during testing the compass moves, and the point at which it starts cutting off for me, with where I placed it in the widget is around the Southeast to Northwest Cardinal Directions Rotate the camera past SE on the compass. You can briefly see S as you rotate towards the SE direction but then it cuts S off the compass and fails to show the S, SW, West directions on the compass anyways as you rotate the camera. Once you wrap around towards the Northwest direction the compass begins to work properly again. I first speculated the Check if behind with the less than 140° statement was culling 140° behind the character as I started. That didn't seem to be the issue however. I'm using 4.21.2 of Unreal Engine. So following Unreal's Degree Notions this dead zone on the compass appears to be somewhere between 180° (directly behind the player) and 360°. If that makes sense.

  • @arturpak2787
    @arturpak2787 6 лет назад +1

    Thank

  • @eleazorpringle6853
    @eleazorpringle6853 Год назад

    can i use this if my player character does not have a camera? My player is a first person character. So i cant find the follow camera variable

    • @ahmadridhwan19
      @ahmadridhwan19 Год назад

      Same goes for me as well! I can't find "follow camera variable". I am using UE5 btw...what about you?

  • @dandonche851
    @dandonche851 Год назад

    Love this tutorial, but I cannot get the sizing to work right. My compass cuts off part of it and it jumps from NE to W. Tried using different values in the function but nothing gets it right. I even made my image 5400 to match yours. I'm also on UE5.1.

    • @PendingKill
      @PendingKill 11 месяцев назад

      I am having the same issue.
      EDIT: Solved it. I was getting yaw from Get Actor Eyes View Point instead of the yaw directly from the camera (since I had multiple pawns in my project, I wanted a way to access the camera rotation that was agnostic of the pawn class) and this puts out a value between 0 and 360. I suspect the math done in the video expects a yaw between -180 and 180. The fix is to simply subtract 180 degrees from the Yaw value when you get it from the camera rotation, before the rest of the calculations.
      I also recommend the approach suggested by @rob_meade to align the points to 0.5, 0.5 so you don't need the 2700 or -30 magic numbers.

  • @MrShmoo-lr9lu
    @MrShmoo-lr9lu 5 лет назад

    Followed your tutorial which is very nice btw, however I ran into an error. While panning the camera 360' I notice that SE jumps to SW. So if I'm facing North and spin 180' I'm still facing North instead of South. I'm using a texture that is 2048x64, but I even re-scaled it in Gimp to 5400 and still have the same issue. Also true north seems to be a bit off center, so as to face North and run straight, I'm actually running at an angle. Any tips on how to smooth this out is greatly appreciated. I'm on v4.19 btw.

    • @nigel5000
      @nigel5000 5 лет назад

      I get the same issue...trying to solve...

    • @UnrealZii
      @UnrealZii 4 года назад

      Did you ever solve this? I am having the same issue.

  • @blondiexshaz17
    @blondiexshaz17 5 лет назад +4

    Hey I was wondering how you can remove the navpoint from the viewport once your character reaches the destination, or how to add new navpoints through trigger boxes?

    • @MrCveedub
      @MrCveedub 3 года назад +4

      For anyone else that has the same question, you can do an overlap sphere and destroy that navpoint actor when you reach it. Additionally, you can spawn a navpoint actor from a trigger box.

    • @CommanderColson
      @CommanderColson 3 года назад +1

      @@MrCveedub I attempted to do this, (by spawning an actor and random target points through level blueprint) and the compass shows an Icon for the actor in question even before its spawned? Once the actual actor spawns, the compass corrects itself, but do you know how to get rid of the 'ghost icon' that exists on the compass before its appropriated actor spawns in?

    • @CommanderColson
      @CommanderColson 3 года назад

      @@MrCveedub I think I figured out what it is doing- the objective point seems to be guiding me to the 0.0, 0.0, 0.0 location of the level until the actor it is tied to spawns in. Only once the actor (that its tied to) spawns in does it correctly shift to its rightful target. How do I get the objective point to be non existent until the actual actor its intended to lead the player to spawns in?

    • @MrCveedub
      @MrCveedub 3 года назад

      @@CommanderColson I only watched the first 10 minutes as I wanted to see how he did the compass rotation. My response to OP was just going off what I already know.

    • @IsaacCode95
      @IsaacCode95 Год назад +1

      Here's my solution :
      1. go to the Your HUD Widget BP, into the graph editor, and create a new function call it -hide objective-, go the event graph, and connect the new function to the event tick.
      2. inside this function Get player character -> cast to your character -> as character get nav point -> vector Equal to vector - > branch if true -> get objective -> set visibility -> hidden
      3. go to your objective bp, in my case its a Weapon, When i pick it up --> Get player character -> cast to your character -> as character set nav point and leave it 0.0 0.0 0.0 0.0
      You can implement it with upon overlap it will also work.
      hope it helps somebody! i know i hate getting stuck on these things.

  • @liquid3973
    @liquid3973 10 месяцев назад

    could solve the problem, was a twister. :)

  • @iiTzMythic
    @iiTzMythic 3 года назад

    really intresting but the compass just stays as a image and is not moving

  • @rngsus69
    @rngsus69 2 года назад

    Trying to replicate this in a firstpersonclass to understand unreal engine more, I came across the error where 'First person character' does not inherit from 'Player Controller'. What is the solution to this? Everything else seemed fine until this part

    • @underscore00
      @underscore00  2 года назад +2

      Your player pawn/character and your player controller are different actors in the game framework. Im guessing youre using a 'get player controller' node? Youll need to cast to your player controller from that node. If you're using a 'get player pawn' or 'get player character' node, then you can cast to your First Person Character.

  • @worscohli
    @worscohli 5 лет назад

    finally, someone who knows how to explain why they are doing what they are doing while they are doing it. instead of " just click this and put this here , dont worry just do it"

  • @digitalgamers822
    @digitalgamers822 3 года назад

    I cant use the compass png

  • @alessandroprofera1586
    @alessandroprofera1586 Год назад

    savage

  • @kazutokirigya2960
    @kazutokirigya2960 4 года назад +1

    can i just make the compass in the main player HUD or do i have to make a seperate one for the compass?

  • @poltergeist3073
    @poltergeist3073 5 лет назад

    When I set the compass for a character and I start with the Event Construct everytime it fails to cast the character...And I don't get why

    • @underscore00
      @underscore00  5 лет назад

      Can you show me a screenshot of your blueprint? Sounds like you might be casting to the wrong thing.

    • @poltergeist3073
      @poltergeist3073 5 лет назад

      I have 2 characters(for now) so i tried to cast one of them to test the compass,i got the player character,and then the follow camera.After a few times that it didn't work I tried to print a string if the cast fails,and it keep failing....with both of the characters

    • @underscore00
      @underscore00  5 лет назад

      Weird. It could be that you're using more than one character. Are you working on a multiplayer game? This method isn't optimized for multiplayer.

    • @poltergeist3073
      @poltergeist3073 5 лет назад

      @@underscore00 Nope,singleplayer,but the Player can choose which character he/she wants to use for the game.And i have no clue about why it fails to cast both of them

    • @thedog2320
      @thedog2320 5 лет назад

      i'm having the same issue. when i run it on event tick (inside the widget blueprint) it works fine. i only have 1 player character but the cast is always failing. any luck resolving this?

  • @LR2022x
    @LR2022x 5 лет назад

    Thanks a fucking lot thid helped me a lot!

  • @jesusblas942
    @jesusblas942 3 года назад +2

    What are those magic numbers? 700 (for the objective) and 10 (for the points) ? 2700 makes sense i guess, but the rest are really obscure.

  • @jorgeruiz1600
    @jorgeruiz1600 5 лет назад +1

    I don't have follow camera variable......help me please

    • @underscore00
      @underscore00  5 лет назад +1

      It's just the name of the camera component in your player pawn - so if you're not using the default third-person template, its going to be named something different.

    • @jorgeruiz1600
      @jorgeruiz1600 5 лет назад

      @@underscore00 I'm using default third person camera

    • @underscore00
      @underscore00  5 лет назад

      If you drag off from the cast node and type 'get' you should see a list of variables and components in the pawn. Just make sure you're casting to the pawn you're using and you should see your camera there!

  • @joshuaknight6551
    @joshuaknight6551 5 лет назад +1

    Ooo I saw it down at the bottom watching this that you ask the person to see their game because of you like to see their games in action.
    8months, first programming/ 3D graphics experience.
    Most assets are made myself with some textures being taken and of course some stuff off store (like the procedural houses)
    drive.google.com/file/d/11WmPC0aj9DxiXXPhpw0TWoIiMYGIG05s/view?usp=drivesdk
    it's been updated quite a bit since then but I have some junk in the file to prevents me from compiling a new version. And for now I need them while I complete a few things. So don't feel like dealing with removal/addition or excluding just for a package.
    Not much play yet but the base is mostly there

    • @underscore00
      @underscore00  5 лет назад

      That's awesome Cultusfit! I'll download it asap and check it out :D

    • @joshuaknight6551
      @joshuaknight6551 5 лет назад

      @@underscore00 it'll probably crash 😭
      Works on my phone (from what I've read developer mode matters)
      And my buddy S8
      But some my friends won't even install
      I'd appreciate some videos for mobile specific stuff.
      Skysphere doesn't seem work right, mobile lighting/post process, particle effects on mobile: my water looks black my fireballs become green ugh

    • @joshuaknight6551
      @joshuaknight6551 5 лет назад

      @@underscore00 oh no! Updated it because I was worried about you seeing it broken and my level streaming isn't launching properly! Doesn't pull the loading screen and does an empty level with no character when you hit start game!!!! 😭

    • @underscore00
      @underscore00  5 лет назад

      haha thats ok! Let me know when its all good and I'll check it out then :)

  • @lunaruzz7639
    @lunaruzz7639 5 лет назад +1

    i need to say thank u so much for sharing this with us !!
    this is probably the best compass i ever found on the internet. i think the other oldschool real compass designs they are colourize and round is not looking good :/ i hate that kind of compasses..
    this compass design here is basic and the fuckin best !! i put these into my 75qkm landscape map with megascans realistic textures and all that stuff an its look absolutley amazing....
    the only point on this video i found not so good is that you work in your speed ..same as when u work alone. fix it fast and make it happen... but the problem is u make a video and other people want to learn from it.. better without making every 2 minutes stop and rewind forword and all that shit.
    BUT.. thats only finetuning ;)
    hope we see more from u

    • @nathanward5195
      @nathanward5195 2 года назад +1

      was a good pace for me.. i think thats dependent on the viewer

    • @lunaruzz7639
      @lunaruzz7639 2 года назад +1

      @@nathanward5195 absolutely yea.. at this time i was an absolute beginner. Now the things are different. Now i follow much much faster.

  • @SkywalkerX84
    @SkywalkerX84 3 года назад +2

    I don't know if anyone has a better fix but for the issue that the marker disappears if you looked up or down, a quick and dirty fix is at - check if behind function - you have two vector inputs, object and camera, disconnect camera from normalize then right-click the camera input and choose split struct also right-click on the normalize vector and choose split struct again, now only connect x and y nodes, don't connect z and that's it, hope that would help anyone who is still having this issue :) .

    • @underscore00
      @underscore00  3 года назад

      Great tip! Thanks for sharing :)

  • @kaaza_dev5108
    @kaaza_dev5108 2 года назад

    Thanks for tutorial!
    I have a question: My map mimics Google Maps 3D scenary and my compass points to West while Google Maps points to north at the same direction...how can i fix that?

  • @Wicksta473
    @Wicksta473 4 года назад

    Great Tutorial! Loved It! Just wished the compass followed the true cardinal directions. My player faces east at game start but the compass readout thinks he is facing the South West. Thought it has something to do with Unreal not following the standard unit circle. The one you learn in school for geometry which starts at 0°, or 360° at the East direction then goes counter clockwise to 90° North, 180° for West and 270° for South. Unreal seems to go clockwise 90° at south 180 west 270 north and back to 360 for east.

    • @underscore00
      @underscore00  4 года назад

      Thank you! Yeah it is a little strange how UE4 handles 'world' rotations, but for a quick and easy fix, you can simply rotate the skybox or adjust your directional light to match with the compass. Alternatively, I think I could have spent a little more care in placing the N, S, W and E on my compass image ;)

    • @Wicksta473
      @Wicksta473 4 года назад

      @@underscore00 Nah man your tutorial was great, I've probably just goofed up somewhere.

    • @xenovore6317
      @xenovore6317 2 года назад

      This. The "compass points" texture is off by the equivalent of 135 deg. (Assumes N is at 0 deg. Print the camera yaw to see the actual degrees.) I just went into my paint app and offset the texture to be in the correct place. (N should be in the center horizontally.)
      But, great tutorial! Saved me a lot of time and effort... Nice job!

  • @hagai90
    @hagai90 5 лет назад

    I runing to issue, the objective display on screen even its not on the viewport and if i put the actor more then one it display only one of them

  • @xxglassheroxx
    @xxglassheroxx 5 лет назад +1

    WELL ... 3 DAYS GONE AND I STILL DONT FIND THE FOLLOW CAMERA

    • @xxglassheroxx
      @xxglassheroxx 5 лет назад

      fixed no follow camera lol

    • @macekane
      @macekane 5 лет назад

      @@xxglassheroxx I can't find it anywhere.. Where did you find it?

    • @xxglassheroxx
      @xxglassheroxx 5 лет назад +1

      stick it to the player on screen instead of the camera

  • @trickyshot2002
    @trickyshot2002 6 лет назад +1

    I love this and will be using it in my game!!! I have one question though, can you make it point to the center of a shrinking battle royal zone? If so this would be the most perfect thing ever!!

    • @underscore00
      @underscore00  6 лет назад

      Thanks man! :) Send me a link to your game, I'd love to see it in action :D
      Should be easy peasy to have it point to the middle of the circle! Off the top of my head, just make an actor with nothing in it (so it's invisible in-game) and set it to the location of the middle of the circle. All you'd need to do is add some code to your blueprints to change the actor's location whenever the circle changes.

    • @trickyshot2002
      @trickyshot2002 6 лет назад +1

      On Facebook I have a page that shows the build of my game its under Area13 Offical Page

    • @underscore00
      @underscore00  6 лет назад

      You make Area 13? That's badass, im following the page now :)

    • @trickyshot2002
      @trickyshot2002 6 лет назад +1

      I think you are thinking of area 13 games. Which is the name of of a game development company and that is not mine. Mine is facebook.com/Area13-Official-Site-252480648841345/

    • @trickyshot2002
      @trickyshot2002 6 лет назад

      I am having a little problem with this.When I added it to my my main game it shows on screen and moves but it will not turn completely. It will go S.W to W. and back to S.W (no others will show) and I am sure I have it just like you do. Any help would be greatly appreciated!!

  • @omri1324
    @omri1324 3 года назад

    Anyone found a WORKING way to control the north offset?

    • @spacepirate9882
      @spacepirate9882 3 года назад

      You can't with the provided compass texture as points are offset. Use this one instead and be sure that your compass texture is at 0 on X axis in the widget designer. drive.google.com/drive/folders/0B3uULhL-L-aeQzR1NFF5YWVqYkU

    • @eydhjhsn
      @eydhjhsn 2 года назад +1

      Even if it´s too late but maybe it´s worth to mention my solution: inside the function "SetDirection" add a node to the variable "Rotation" called "SetRelativeRotation" and choose an adequate Z angle to shift the compass bar according to your need.

    • @quizzypham3389
      @quizzypham3389 Год назад

      @@eydhjhsn Hey man, could you explain a bit more, I don't seem to make it work using your solution. Thank you so much!

  • @RPAXGAMING
    @RPAXGAMING 4 года назад +2

    One Point - not good, multy point wayt?

  • @MosthostlaWeb
    @MosthostlaWeb 5 лет назад +1

    Love your super instructional tutorials.
    Wondering how you would go about offsetting the compass or establishing an actual north.
    Following some of your other tutorials we essentially discover that the player starts the default game modes always facing East and looking towards the sunrise (ruclips.net/video/x3xBtPIVWEs/видео.html - when this is applied to 1st person or 3rd person template sunrise is in front).
    Obviously if the character faces the sunrise, then north is 90 degrees to the left.
    How would you go about implementing this to where you could also change the position of North at will?

    • @MosthostlaWeb
      @MosthostlaWeb 5 лет назад

      I did some more basic math given what the tutorial teaches, figure I'd share it. It's probably not ideal, but it seems to work fine on far off north.
      Paste bin kind of glitched, that's a Find look at rotation with the start as World Location of player mesh, and the target as North.
      The actor forward vector and rotation from x vector is used to get the direction the character faces and subtract the inverted result of the look at rotation from it. The value is then normalized and fed into the range for clamping.
      blueprintue.com/blueprint/75vh-doi/
      Got this to work flawlessly at any distance in the end. Remove the *-1 and proceed without, and perform the ages old "tweak the texture" magic trick.
      For whatever reason my compass texture wants to be 180 opposite of the math I shared in order to always point north no matter what. Can't say I understand this behavior at all yet, but rotating a round texture is a pretty easy fix.

  • @user-wk4nh9oe6q
    @user-wk4nh9oe6q 2 года назад

    what to do if i want to reduce the compass?

  • @eddie6497
    @eddie6497 5 лет назад

    I cant get an Event BeginPlay in my third person character

    • @underscore00
      @underscore00  5 лет назад

      Are you sure you're in the event graph and not the construction script?

    • @eddie6497
      @eddie6497 5 лет назад +1

      @@underscore00 Yep. I was in the event graph just for some reason it wasn't comming up. I just had to close it and open it back up again. Thanks for the feedback 😄

    • @blondiexshaz17
      @blondiexshaz17 5 лет назад

      try event tick instead

  • @the.che7nok
    @the.che7nok 4 года назад

    how change the size hud?

    • @the.che7nok
      @the.che7nok 4 года назад

      when I adjust the size for myself in the hud in the game it disappears at about 180 degrees of rotation

  • @numninja830
    @numninja830 3 года назад +1

    The image cuts off at each end. Nice try though. Maybe something changed in 2 years and this tut is invalid.

    • @gangedup1
      @gangedup1 2 года назад

      try scaling the image width and setting to repeat horizontal

  • @imagine-games6677
    @imagine-games6677 5 лет назад

    ruclips.net/video/5K1h996h5Lk/видео.html EDIT* found the solution (using the dot product between the normalize2d and the right vector of the camera, which you had us setup tin the checknavpoint function, and using greater than 0 for one direction and less than for the other)! Thanks for this !really cool, I even got multiple objectives working with it, but I have a great problem I have not been able to solve, I made 2 boxes, one on the left and one on the right so that when the objective marker is not in view it at least goes to one of those boxes to indicate in which direction i need to turn in order to locate that objective, but the problem is i can not solve how to figure out if a object is on the left or right of me, ive tried a lot of calculations for what i thought would be something really simple and using things like find look at rotation just yields different results depending on the height (since this is a flying game im making), do you have any clues on what i should try?

  • @0skillz
    @0skillz 6 лет назад +2

    Great tutorial i tried it in my MP project but when a player dies i get the following error "Blueprint Runtime Error: Attempted to access FollowCamera via property Rotation, but FollowCamera is pending kill from function: 'Set Direction' from node: Set Position in graph: Set Direction in object: Compass_HUD with description: Attempted to access FollowCamera via property Rotation, but FollowCamera is pending kill " Any thoughts on how to correct this ?

    • @underscore00
      @underscore00  6 лет назад +1

      Hi, thanks :) I think this is happening because the compass HUD is still trying to work after the player is killed, so it's looking for a camera that doesn't exist. One way to fix this would be to set up some code to deactivate the HUD after the player dies. Next time I'm at my PC I'll see if I can hack something together. Hope that helps!

    • @BH-zx8ns
      @BH-zx8ns 4 года назад

      Did you find a fix?

    • @0skillz
      @0skillz 4 года назад +1

      @@BH-zx8ns Yeah on the players death i got it to remove all widgets which solved it.