if you're having trouble with turning the player after doing the the initial aiming script in the beginning of the video, add getPlayerPawn to the target node of set actor rotation
I'm at 8:14 into the video, and you just mentioned a few seconds ago that there's a way to get the cursor to show in the game, but you don't know how. So just in case you didn't show how to get that later in the video, or in another video, here it is here: puu.sh/n0vKi/a3051873a6.png That's literally it XD Those are default variables and shit that come with the game. Put it in your player blueprint, or the level blueprint. For a single player game, I don't think it matters, but it might matter if you get into multiplayer (I don't really know).
@Facepalm Full O' Napalm 4 years ago I didn't factor Puush's temporary uploads into anything. I use ShareX for this reason now. Another problem was not describing what was in the image. I haven't done Blueprints in a long while, so I'm guessing what I did was use some default nodes. Try searching for nodes with the words "mouse" or "cursor" in them. It's either gonna be some kind of function, or some kind of variable that you can set and get that Blueprints uses by default.
My gun is not showing up when i press the right mouse button, and i cant see the hands when the character is moving around.
4 года назад
And how can i build a blueprint that aloud me to point my mouse and my gun will always follow like in Enter The Gungeon, in 2D? My tilemap twist insted of my gun hahahahahaha
My Aim Toggle isnt toggling,, it will set to aim and be stuck. InputActionAim is working when i threw a print string in there to test it and it is recognizing the press and release
***** Make sure when InputActionAim is released, you are setting IsAiming to false. Also make sure that you are checking IsAiming on your animation handler select node.
It has to be used in this case. How the fuck do you want the player to rotate as the gamr goes? Triple A game use event tick for a ton of things, simply because it's there for a reason. Funny how you're just a newbie that heard it and you wanted to look cool.
Proud of you too bud, 7 years later the aim part was useful thanks
Loving these tutorials, hope it doesn't end short because you're explaining is awesome!
Thanks for the mouse aiming info! I've been looking for this setup for a while :)
if you're having trouble with turning the player after doing the the initial aiming script in the beginning of the video, add getPlayerPawn to the target node of set actor rotation
7:28...I was super close tho, you finished it off!
Helpful video
I'm at 8:14 into the video, and you just mentioned a few seconds ago that there's a way to get the cursor to show in the game, but you don't know how. So just in case you didn't show how to get that later in the video, or in another video, here it is here:
puu.sh/n0vKi/a3051873a6.png
That's literally it XD
Those are default variables and shit that come with the game. Put it in your player blueprint, or the level blueprint. For a single player game, I don't think it matters, but it might matter if you get into multiplayer (I don't really know).
thanks man, I appreciate this. I was looking for a solution to it. I owe ya
Zoronic
Don't worry about it :)
@Facepalm Full O' Napalm 4 years ago I didn't factor Puush's temporary uploads into anything. I use ShareX for this reason now. Another problem was not describing what was in the image.
I haven't done Blueprints in a long while, so I'm guessing what I did was use some default nodes. Try searching for nodes with the words "mouse" or "cursor" in them. It's either gonna be some kind of function, or some kind of variable that you can set and get that Blueprints uses by default.
Thank you for the Aim i will repurpose it for my game :D i just needed the boost
thanks, it help me a lot!
How do u change the aiming controls from mouse to right thumbstick on gamepad?
Did you ever figure this out?
My gun is not showing up when i press the right mouse button, and i cant see the hands when the character is moving around.
And how can i build a blueprint that aloud me to point my mouse and my gun will always follow like in Enter The Gungeon, in 2D? My tilemap twist insted of my gun hahahahahaha
My Aim Toggle isnt toggling,, it will set to aim and be stuck. InputActionAim is working when i threw a print string in there to test it and it is recognizing the press and release
***** Make sure when InputActionAim is released, you are setting IsAiming to false. Also make sure that you are checking IsAiming on your animation handler select node.
ChuckyVon Thanks for the help, found the issue
no problem! If you want any other tutorials, let me kno1
Don't use event tick. It's terrible.
It has to be used in this case. How the fuck do you want the player to rotate as the gamr goes? Triple A game use event tick for a ton of things, simply because it's there for a reason. Funny how you're just a newbie that heard it and you wanted to look cool.