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 ...
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 ...
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 ...
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.
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 ...
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 ...
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. ...
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 ...
Edition made based on a very relevant comment from Bilkokuya.
Before doing any research, I tried to deduce the formula, and I did. It's quite simple.
The formula I had made, was (for the interval of 1 second) divide the number (x) by itself squared (x²):
x / x² <= example => 2 / 2² == 2 / 4 == 0,5 delay interval
In the blueprint of unreal (that I'm ...
When you hit the arrow keys, you are traveling the same speed, but you are pointing the sprite in a different direction. The sprite's movement is based on what direction the sprite is pointing, not a fixed direction on your screen. So your sprite is still moving forwards at the same speed, but forwards the direction it is pointing, not forwards along a ...
It's a bit difficult to accurately diagnose the problem here without knowing the initial transform (position and rotation, world and local) of each of these objects, but here are a few suggestions to maybe help narrow it down for you:
Have you tried to feed the rotation returned from FindLookAtRotation directly into the Target rotation of ...
You can make your own progress bar by a using shader.
The first thing you should do is mask the uvcoordinates horizontally.Step function lets you do this.
The step() interpolation receives two parameters. The first one is the
limit or threshold, while the second one is the value we want to check
or pass. Any value under the limit will return 0.0 ...
Add a Time node and Multiply node. Take the Time node and pass it as an input to the Multiply, add a float parameter as the other input on the multiply node then plug the output of the multiply into your AnimationPhase input on the flipbook node (the top input).
Now at runtime you can set the float parameter to 0 to stop the animation, or 1 to play it (or 2 ...
There are some mistakes in your try.
The white lines are the execution path, the steps are executed in the order they are linked with the execution pins.
In your picture you can see that the first "Cast To FirstPersonCharacter" has no execution pins connected. So this is never executed.
And you use the output of this node as input for another cast node this ...
This is a bug due to FNullSourceCodeAccessor::CanAccessSourceCode() being called too often.
There is a fix that has been applied to 4.17, and you can manually add it to your code by applying the changes found here.
For anyone looking to fix this problem in the future, the problem was that I imported the sound but didn't actually create a real sound cue. If you right click, select create sound cue, it's pretty self explanatory from there. Also, you can set attenuation manually, but if you are going to be using multiple different sound assets and some of them may have ...