everything works fine but i came to the problem that my shield "hides" my character and depending on how i face the enemies everytime the shield gets between me and them, they stop sensing me and will unequip. same with when the enemy has a shield equipped. any tips on how to solve that?
@Tenchinu2 ай бұрын
im following for a while, but always wanted to ask where you got this environment? i followed your grass tutorial as well, but this looks so detailed. regardless, thnk u so much for all the effort on every tut :)
@CodeLikeMe2 ай бұрын
from marketplace, Stylized provencal is the name
@iAmScope27 ай бұрын
It's exactly how I imagined it.
@CodeLikeMe7 ай бұрын
cool
@789alizaidi7 ай бұрын
is this possible to add this kind of perception code to our own player so that we can highlight pick-able or interact-able items within our own player's perception cone ??
@CodeLikeMe7 ай бұрын
Yes, it should be possible. You can add perception component to character or controller blueprints. And use the events just like here. But I haven't tried myself. You may need to add perception stimuli components to weapons or whatever the actors you need to detect
@CultivationPath6 ай бұрын
Hi! the environment is handmade or does it come from some marketplace asset? the grass looks really nice
@Hunt4Glory6 ай бұрын
Hello, it's a market place asset and he says the name at 2:05
@Hunt4Glory6 ай бұрын
Stylized Fantasy Provencal ( Stylized , Fantasy , Provencal )
@youngjojo30527 ай бұрын
Why use behavior tree if you can do all of the same functionality in the pawn I just wanna know the difference
@789alizaidi7 ай бұрын
tree let's us group code together in smaller, better maintain-able chunks and we can also visualize the flow of logic within branches and see how the code is flowing. in pawn the blueprints can get all mixed up no matter what you do so bug fixing / improving / upgrading becomes hard. trees makes AI easier
@youngjojo30527 ай бұрын
@@789alizaidi thanks
@CodeLikeMe7 ай бұрын
Yes, exactly. It is really hard to maintain state and code when the behaviors get complicated