5 years later and you're still saving the sanity of beginners like myself. Thank you, sir. Great work!!
@zimavi2 жыл бұрын
How to make this work on "Skeletal Mesh"? I saw photos where people did this, but I didn't found tutorial.
@KrisKirkov2 жыл бұрын
Здрасти , не знам дали си Българин ама предполагам ,че си щот няма коя друга държава да има такова Първо или Второ име освен България. Мерси за гъйда.
@Monkok3D2 жыл бұрын
noice
@Monkok3D2 жыл бұрын
Really cool tutorial
@Thaleans2 жыл бұрын
Thanks!
@abdullatifalomar56062 жыл бұрын
THS
@jsonslim2 жыл бұрын
I don't have "Interactable" option in ue4.26 but it's not a problem, I've chose distractable and it worked ok.
@rendercharacter33422 жыл бұрын
It wont start firing right at the click..its bugged...looking for solution
@rendercharacter33422 жыл бұрын
What a old tutorial and working perfectly...not like nowadays crap...thank you sir
@eydhjhsn2 жыл бұрын
Thanks alot for this one. I,m unable to change the outlline color though.. it‘s black no matter what color I set in the Inst Material.. any idea? and is there a way to change the thickness of the outlines? I‘m using UE5 btw.
@tree-x2 жыл бұрын
You stated that you made a mistake in the last part and you did not say what the mistake was, can you tell me exactly where you changed?
@VladyVeselinov2 жыл бұрын
my sphere radius was too big and I wasn't moving my mouse far enough
@abishai32342 жыл бұрын
Solid tutorial - suprisingly works with UE 4.27 without any errors. But here's my question - is there a simple way to use this blueprint with Static Mesh Actors? Primitives are nice, but I want to use this BP with slightly more complex objects. I tried to replace PrimitiveComponents to StaticMeshComponents wherever they were declared in your BP, but I get errors when trying to compile. Any hints where to start?
@BlueprintBro3 жыл бұрын
Thank you so much, this is exactly what I needed :)
@VladyVeselinov3 жыл бұрын
Coming back to this, I recommend y'all watch at 1.25 speed
@pierreadancamiloruizrosas77893 жыл бұрын
any idea to change the thickness of the lines?
@alejorives62313 жыл бұрын
is it possible to do this without having the item collide with the player?? thankyou a lot
@AdeptusIncompetus3 жыл бұрын
Any solution for why it just paints a gross border on my whole screen? Or for Set Render Custom Depth in Stop Tracing issue?
@christopherkurzak51873 жыл бұрын
Thank You so MUCH! :)
@edsonproducaomusical3 жыл бұрын
wow! nice job guy, thank very much
@djagentorange3 жыл бұрын
It seems like Primitive Component is not a class that's available to select in the "Get Components by Tag" function, as of 4.26 - anyone know if it's been renamed to something else? not finding info on this.
@JOWNATANN3 жыл бұрын
this is not the most efficient way, but its gona work. - GOD, 2017
@CGDive3 жыл бұрын
Lol, love the ending. thanks for sharing tho, very useful!
@GamiumGamers3 жыл бұрын
Guys in order to test for interactable objects, use an inteface on overlap instead of tracing on tick. the rest of the tutorial is good.
@kuchukboromdebbarma21173 жыл бұрын
I used object trace because i wanted to interact with the one i am looking at instead of the one i overlap with
@cactusfloydx5d3 жыл бұрын
man this is driving me nuts. The log always outputs "Blueprint Runtime Error: "Accessed None trying to read property CurrentTarget". Blueprint: MyCharacter Function: Trace Graph: Trace Node: Set Render Custom Depth" when tracing. However, the thing works, objects lit up and go normal when moving away, but always throwing me this error. I replaced the Sphere tracing with Linear tracing (copied from the original file) and only Linear works. It works in real world let's say, but I can't get rid of this error. And I get the error in the original file (from the materials guy) and on my own file, by following your guidance. I can't get to the point where the error is. I'm starting to wonder if this is related to the software version (maybe they changed some stuff.... AGAIN). I am using 4.26 thanks!
@theulasyener3 жыл бұрын
Hey, thanks for the tutorial but I have a question how can I make an outline for blueprint actors instead of primitive objects? I have created inspectable objects for 3rd person character and I want the outlines to appear when I enter the range of the objects.
@VladyVeselinov3 жыл бұрын
you can use an interface on the actor to toggle the custom render depth on all primitive objects inside your actor
@theulasyener3 жыл бұрын
@@VladyVeselinov oh man! thanks a lot. That was driving me crazy :D
@commandox64502 жыл бұрын
@@theulasyener Hey, I tried creating an interface to toggle the custom render depth on the static mesehes, everything works except that when I go far from the interactable item, the outline doesn't turn off. I'm not sure why it's doing that. Is it possbile that you can show me your method?
@TonyHmt3 жыл бұрын
is it possible to create outlines without using custom render depth? Thank you!
@JamisonOwenShow3 жыл бұрын
Is there a way to have an object outlined permanently? Without the camera having to look at it? No matter how close you are to it?
@VladyVeselinov3 жыл бұрын
Yeah, you can manually check the set render custom depth on the mesh in the actor.
@JamisonOwenShow3 жыл бұрын
@@VladyVeselinov Does this work on non static meshes?
@V-A-N-G-U-A-R-D3 жыл бұрын
awesome
@xXANIMANITEEXx3 жыл бұрын
Migrating the textures will erase all the data stored in the functions. You have to manually restore them :T pretty annoying.
@JeffreyZweigII3 жыл бұрын
One other question: it seems to work, but my message log shows there is a blueprint runtime error: "accessed None trying to read property OldActor" - there's also a similar message for CallFun_Array_Get_Item_1 -- and they both fire off at the same time.
@cactusfloydx5d3 жыл бұрын
I am suddently having the same problem, not a damn clue
@JeffreyZweigII3 жыл бұрын
Two questions: can this be modified for a third-person experience, and, will the blueprint transfer from Parent to Child? (meaning if I make a Master Blueprint for item drops, and have different meshes for each child, that it should render accordingly?) Thanks for your work, appreciate it :-)
@VladyVeselinov3 жыл бұрын
You'd have to set it on every mesh individually I think. It can be modified yeah, you just need to pick the right way to trace for the object, i.e. sphere trace at the character location if you want an interaction radius.
@lorryburger81653 жыл бұрын
Thanks dude!
@HandheldGamingHQ3 жыл бұрын
lol the ending
@jimmyraconteur3 жыл бұрын
Great video. Had to dig into the comments to solve a couple of issues. 4.26; couldn't find a "primitive component", so had to use a static mesh. worked fine. Also didn't connect the Start Tracing function AND the second Branch node to Set Interactable in the character's event graph!
@PsyCoCinematics3 жыл бұрын
Good stuff, man! Shame it doesn't have more views. Maybe jazz up the title or something, might please the YT gods.
@inikko3 жыл бұрын
Thanks! it worked .. had some trouble with it showing up .. but managed to fix it.
@inikko2 жыл бұрын
Still Works in Unreal Engine 5.1 !!
@LpMitKm4 жыл бұрын
I don't have the primitivecomponent as option in 7:08, what can I select alternatively? Version : 4.26
@Jakeyounghere3 жыл бұрын
I think static mesh component is an alternative to primitive component it worked for me. Version : 4.26
@carlossilva7124 жыл бұрын
I modified the Sphere Trace for the Line Trace and it was a much better. Great Tutorial!
@royzed20394 жыл бұрын
Thank you! Finally!
@fabbeadde44094 жыл бұрын
I does it have to be a Primitive component because in UE i cant find that in the search for tag node? :(
@alexgriluk22704 жыл бұрын
what was the reason for the failure ( at the end of the video)?
@amirhamadache60774 жыл бұрын
he set the radius at the end of his range to be toooooo large. so the box was always in the radius, hence it was always outlined