The poor performance in the widget editor appears to be a bug. However, keep in mind that your system does not meet the recommended specs suggested by Epic for developing using the engine;
Desktop PC or Mac
Windows 7 64-bit or Mac OS X 10.9.2 or later
Quad-core Intel or AMD processor, 2.5 GHz or faster
NVIDIA GeForce 470 GTX or AMD Radeon 6870 HD series ...
I think I am in the same mindset as you are.
Yes you can work in 100% C++.
My own project is 95% C++ I only use BPs for instantiating stuff (putting actors to the level) but every single BP of mine is nothing else than just a default values setter.
It is much faster to set default values in BPs as well as performing visual stuff - for example moving ...
The error message you're getting is that the game is trying to cast to the tower and failing. The Destroy part of your code is also getting run because of the text on screen says so.
You need to make sure that after the tower is not being cast to after it has been destroyed. The easiest way to do this is to set up a new boolean (bTowerIsDestroyed) and set ...
In C++ you can just destroy the CapsuleCompoennt, however the ACharacter class is intended to use the CapsuleComponent many of its underlying functions are relying on a CapsuleComponent.
With that said you probably better to use APawn - and add all the bells and whistles manually. - Yes it will lose all the ACharacter's bells and whistles.
Leaving the ...
The PlayerControllers for all players exist only on the server.
Each client only has its own PlayerController, but none of the others.
Calling GetController on a pawn will only work if you're on the server or if the pawn is locally controlled. Instead, get the PlayerState from the pawn directly.
Widgets exist only on each client, they can not and should ...
Mixamo has root bone as hip bones. So i needed to add a Root bone as parent of all bones using blender.
This video shows it . https://www.youtube.com/watch?v=a79tRO7M0I .
Some other videos also fixes this issue but they were too complicated, as im not an animator i just tried this one and it worked so far so good.
I'm going to speak in language agnostic terms because I don't know Unreal Engine 4.
The most obvious way I imagine it to be is you have 2 images. In one of them, you draw the map with all the regions colored in a unique color each. This is the hidden image. In the other, you actually draw what will be displayed to the player, lining up the regions with the ...
To make this work in the same way as your League of Legends example, you need to put a Text inside a Widget component which is attached to your character, not TextRender.
The reason for this is that you can set the Widget to display at the same location in world or screen space so it moves with the character and does so automatically with rotation.
What's happening here is two things :
You are just applying the camera rotation to the text instead of billboarding the text
You are rotating all the axes of your text, when you need to rotate it on one axis only
What you can do instead :
Use Find Look At Rotation, with your billboard and camera position as inputs
Did you consider setting maxwalkspeed and maxrunspeed ? Go to CharacterMovementComponent API docs page, and check-out the list. You will find a lot of configurable movement modes and if you are unsatisfied, you can make your own.
The functions are blueprint callable for a blueprint class deriving from character/pawn. For using in C++ class, include ...
You might want to play around with texture coordinate (UVs) scaling and flipping.
Right now, the face pointing upwards is just showing a part of the unfolded cube texture. If you adjust the scale you should be able to show the image on every face of the cube.
TextureCoordinate Expressions shows that UTiling and VTiling can be used for scaling the texture. ...
your coordinates are incorrect, the texture might be to big or too small, to verify that make a checker pattern texture apply it as an overlay to the original texture.
In game re import the image and apply it to the mesh again, after that create a texture coordinates in the material and two number input parameter (x, y), multiply the two, than connect the ...
Do not ever dereference anything from any other classes
In animation’s state machine. (You can dereference only in eventGraph).
First the reference may not be there yet when the animBP is running.
Second, animBP state machine is designed to be multithreaded, but dereferencing any other class in BP is not thread safe.
Do not use any bool variables ...
Easy fix, in the animBP Update Animation sequence, instead of checking pawn owner, check the player variable that is created by begin play. In this case labelled "Jogador".
The pawn will be available before the animation begin play can officially execute, so there will be a singular execution of the update before the required player reference is ...
I don't think that's possible. Direct quote from the offical docs on "
Calling Blueprints in the Editor"
The steps described below work for any Blueprint class that you can place in a Level—that is, any class that derives directly or indirectly from Actor.
For a bigger project, the C++ programmer is unlikely to be the level designer or artist responsible for the items in BP.
Adding items in code means that the non-programmers cannot remove components that are critical to the running of that code because they don't know why they're there.
You don't make a C++ class and convert it to BP. You create a Blueprint ...
If you only want the RMB to trigger the event, then use the "Button Pressed" pin from the OnClicked method to check if it's a right-click or not before continuing.
You can also use GetEffectingButton and do a check to see if its RMB as illustrated here.
So you want two different possible actions to occur with the exact same input?
Then you won't be ...
"Mouse line up to the mouse cursor" is a vector, and vector could be normalized. Normalized vector is a vector of length 1. What this gives to us is that we can scale it to any length we want.
Simply normalize your character-to-mouse vector and multiply it by your range, that's the solution.
You should do the following steps:
character position - mouse ...
Not sure about blueprints but this is how i do it.
vector3 GetCoordInFrontOfGameplayCam(float Range)
vector3 GameplayCamRot = GET_GAMEPLAY_CAM_ROT(2);//pitch,roll,yaw
vector3 GameplayCamCoord = GET_GAMEPLAY_CAM_COORD();
float Tan = Range * COS(GameplayCamRot.x);
return Vector3(Tan * SIN(-GameplayCamRot.z) + GameplayCamCoord.x, Tan * COS(-...
On your character blueprint, there's a movement component which is where all movement is handled. You have two options:
There is a blueprint node called "Get Velocity" which returns a vector. Use this then call Vector length from it like so.
You can now use a branch to check whether the value is greater than 0 and set varInterrompeu to true.
2: Create ...