Button interaction doesn’t seem to change color when pressed. Any tips ?
@Matthew.19943 жыл бұрын
i would use a line trace instead of trigger boxes if you are using triggers, the E to interact even appears when you have your back turned to the door but you have to look at the door with a line trace
@sulphurous26562 жыл бұрын
Sometimes that may be desirable. Especially if you have the pop up show up on the door handle or something.
@fabianvalles82362 жыл бұрын
can you actually show me how to implement a line trace with this ? or any tips i cant figure it out
@Matthew.19942 жыл бұрын
@@fabianvalles8236 its a long time but i can try to Do it again and then i write you a new comment. But atm i cant, im not home for the next 3 days
@null643 Жыл бұрын
@@fabianvalles8236 I'd do a sphere trace in your player controller, set it on a timer loop every 0.1 secs. start location your camera location, end loc is get forward vector of camera multiplied by float 400 for example for length of trace. Subtract start loc with the output of the multiply and connect that to end loc of trace. Then break hit result, hit actor, get class, is child of, your door then a branch Hopefully I explained it correctly, typing this on a phone, would explain it better if I was on my PC.
@paulshelkov7956 Жыл бұрын
@@null643 That sounds like it might be unnecessary costly performance-wise, but idk I'm still a noob. If I understand what you're saying, you'd have a sphere trace being done at all times of your game, whether or not you're in a position to be interacting with something? It would be a negligible hit approaching multiple designs in this way might add up. That said I've heard overlap boxes aren't that cheap, either. Generally I'm wary of anything that is doing something more than the exact thing, time, and place it's designed for.
@KazukiP2 жыл бұрын
I appear to have everything set up correctly at 7:18 but my E key on the UI never disappears after I leave the hitbox. Any ideas what I'm doing wrong? If I paste the blueprint into ThirdPersonCharacter and cast to my DoorBP instead, the E disappears when I walk away without any issue. Please help!
@fernandosouza03082 жыл бұрын
did u find a fix? having the same issue here...
@bingus_factory3 жыл бұрын
for some reason the 'inputaction interact' part doesnt seem to work for me. it doesnt seem to activate on that blueprint at all, only if it is on the player's own blueprint
@NiceGamingNG3 жыл бұрын
same e doesn't work a other tutorial worked for me and if i try to add the e part doenst work :(
@Erieanna12343 жыл бұрын
Try this: Open up your project, and go to edit -> Project Settings. Scroll down to Input, and add a new action mapping. Name that action mapping interact, and set the 'none' to be E. This allows that input to be used in any of your blueprints, not just inside of the player's blueprint.
@mmorenos953 жыл бұрын
@@Erieanna1234 this is just the problem I have. I did that but is not working form other blueprint actor different to the character bp :(
@Erieanna12343 жыл бұрын
@@mmorenos95 Did you set up the blueprints for the object you wish to interact with? I.e. are you just placing the blueprint information on the item you wish to interact with, or are you only doing it within the player blueprint?
@nishantmaggirwar3 жыл бұрын
I searched up the comments section a little and Matt had already solved the problem. Here u go: event begin play get an "Enable Input" node leaving the target as "Self" and the player controller as "Get Player Controller"
@thorlightning12493 жыл бұрын
THANK YOU SOOOOO MUCH!!!!! I've been scouring the internet to find a video like this when I text disapires when you move away THANK YOU
@MattAspland3 жыл бұрын
That’s great to hear! Happy I could help you out, no problem :)
@Fourzifer2 жыл бұрын
To place more than 1 door in a level, Enable Input OnComponentBeginOverlap and Disable Input OnComponentEndOverlap. Otherwise only the door you placed last will work!
@nikrayami56892 жыл бұрын
Thanks !😁
@NishanSingh-eq4vs Жыл бұрын
Thanks a lot!😀😀
@ShiroiAkumaSama4 жыл бұрын
I love your channel. Nice and useful and interesting tutorials! Perfect to get used to Unreal, before Unreal Engine 5 comes out.
@MattAspland4 жыл бұрын
Thank you so much man! So happy you enjoy them and find them helpful. Hopefully we can carry over these skills learnt into Unreal Engine 5. :)
@luqmanhakeem65394 жыл бұрын
wait, they making unreal engine 5? 😥 im still struggling with ue4.
@lehmfd7143 жыл бұрын
Great Video but i have the problem that the press 'e' message doesnt leave the screen when i walk out of the box collision. Can someone help me with that I dont know what else to do :(
@CommanderColson3 жыл бұрын
Hey I copied the scripts and the widget does not seem to remove from the viewport after leaving the collision box. Any ideas?
@MattAspland3 жыл бұрын
Hey, I'd suggest using print strings to see what is happening, This can help you decided whether the event for end overlap is firing off, and if it is, you can see how far down it goes before breaking. Otherwise, make sure that you have remove from parent connected up properly, and off of the end overlap.
@hirkir3 жыл бұрын
Hi I got this error when play-testing "Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Create_ReturnValue". Blueprint: ControlPanelBP Function: Execute Ubergraph Control Panel BP Graph: EventGraph Node: Set Is pressed" How do I fix this?
@zero_sky3 жыл бұрын
did you find a solution? I have te same error :(
@odev86673 жыл бұрын
Same as you maybe it dosent work on the new versions
@peaches_for_free Жыл бұрын
Have you figured out a solution?
@divinepart4 жыл бұрын
Thanks for all great tutorials that helped me a lot!
@MattAspland4 жыл бұрын
No problem, happy to help! :)
@abdullahsohail53954 жыл бұрын
You really saved my ass from baking helped me alot nice dude keep it up you will soon hit 100k subs
@MattAspland4 жыл бұрын
Glad I could help mate, than you so much! Hope you'll be there with me still :)
@karaokekaraboujan8633 жыл бұрын
Hey Matt, love the videos, my Widget isnt removing from parent when i connect IsPressed? up near "Is Looking at door?" any pointers? HELP ME OBI WAN
@MattAspland3 жыл бұрын
Hey man, thanks. Have you made sure that all the connections are connected properly, i.e. the target for the remove from parent is connected to the create widget. Hope this helps :)
@nayanaisu42963 жыл бұрын
Putting this here for anyone else with the same issue, the create widget is creating 2 for some reason and you are only removing one, to fix add a "Do once" node before create widget and reset this after the remove from parent. If you are still struggling have a look at this video that helped me - kzbin.info/www/bejne/qGW3oJhufplgmNU
@CaptainOuche3 жыл бұрын
@@nayanaisu4296 Thanks a lot ! That solved my issue !
@SkullsForSale3 жыл бұрын
@@nayanaisu4296 Thank you, that was driving me crazy. The connections seemed right the whole time, I was trying everything thank you
@waltermoura84412 жыл бұрын
@@nayanaisu4296 Thank you a lot!
@GaryParkin3 жыл бұрын
Thank you Matt, for another video! But Now I'm really confused. Does the character drive the UI or does the UI update it's values from the character? I've seen it both ways, having the UI's values pull from the character using a Cast/Interface, and pushing the values to the UI. Which is the norm? It's just like when do I use an overlap and when do I use a line trace from the player camera? I'd assume doors could go either way but branches and items on the ground may not want to use overlaps. Any help would be awesome...
@MattAspland3 жыл бұрын
Hi Gary, like you've seen you can have it either way. I prefer to update the UI from the character blueprint as with larger games especially it can be more efficient. This is due to casting to the character can be a little laggy if done a lot, especially when it grows in size, the amount of code in it. However, casting to the character once inside of the UI and creating a reference in there to use also works great. I wouldn't say that there is a right or wrong, or even a norm. It comes to down which you want to do, and the context of where you are using it, for example you may not be able to access the UI from the blueprint you are in, or you may not be able to access the blueprint from the UI etc. As for overlaps, you are correct again. For doors or other general interactions like that, for example a button press, you can use either. But with items to pick up, it would be better to use a linetrace as you may have 5 items close together which would have overlapping box collisions, meaning you can't pick a specific one up, but with a linetrace you will only pick up what you are looking at. It can also be used for being more specific, for example opening a certain drawer on a chest of drawers, or if you want more realism and want the player to look at something to interact with it. It can come down to personal preference, but typically if items are going to be close together, a linetrace would be more suitable then a box collision. Hope this helps clear some quires up :)
@GaryParkin3 жыл бұрын
@@MattAspland Wow, thank you for the lengthy explanation Matt. That helps a lot. I think it gets harder as you go because when you get enough knowledge to be dangerous, it becomes more difficult because you have a lot more questions. Like I discovered, and I think it's correct that the UI should be called from the Player Controller if you plan on possessing different characters, but a simple game can have it in the Character Blueprint.
@MattAspland3 жыл бұрын
@@GaryParkin No problem Gary, happy to help! Absolutely, asking questions is how we keep learning in life though. You are absolutely correct too, nice work. All the best Gary!
@nikrayami56893 жыл бұрын
Hi i have a question :) i made this blueprint in my project but i notice when i put 2 door in level then the first one doesnt work when i remove one door its working again. im new in this so please tell me what i need to do to have more working doors on one level i will appriciate this :)
@alexgo90536 ай бұрын
Hello! Tell me how to make an outline for “standard” text in unreal engine 4(5). For example: in my game a tooltip for an item appears, the text on the screen is displayed in yellow, and I want its border to be black
@bilegtni52023 жыл бұрын
it is the best tutorial i love it, keep going bro
@MattAspland3 жыл бұрын
Thanks a tonne man! I really appreciate it :)
@GrabbyBuns2 жыл бұрын
Is there a link for the video that walks thru the open/close door code that wasn't covered here?
@MattAspland2 жыл бұрын
Hey, sorry for the delayed response. You can use this video linked below! It was done in UE5, but works the same way in UE4 :) kzbin.info/www/bejne/e5LOpWWed8lmj7s
@tatami41283 жыл бұрын
Hi Matt, do you know why when I've 2 or more buttons at the same level, all the buttons will be remained there even though you've left the trigger box. But if just 1 button, it looks fine! Please help yeah! Anyway this is a a amazing tutorial! Thanks
@c4rb0n464 жыл бұрын
This video is actually very informative
@MattAspland4 жыл бұрын
Thank you! Happy to hear you found it helpful :)
@lovinghand73254 жыл бұрын
Hey bro is it possible you can do a video on how to do lives... once the player loses all lives the game reset
@MattAspland4 жыл бұрын
Hey, I have a video on a game over screen, hope you understand how to implement it with your lives, if not, I can make a video on it :) Game Over Screen: kzbin.info/www/bejne/e5urXpxjg9SMd80
@lovinghand73254 жыл бұрын
@@MattAspland Ok bro you are honestly the most helpful on youtube when it comes to Unreal ill go check that video out now
@lovinghand73254 жыл бұрын
Oh ok so in my game you collect items and I want to give the players 2 lives. Right now when the player die the game starts over (restart level code) and the items they collected start over at 0. But I wanted, again, for the player to have two lives so that when they lose once they dont lose what they have collected but twice the game restarts.
@MattAspland4 жыл бұрын
No worries man, happy to help! And okay, so would you say you want the player to respawn once, and then if they die again then they get the game over screen? If so, you can use that video I previously linked, and I also have one on respawning which might help you out too :) Respawn Tutorial: kzbin.info/www/bejne/ipKqdmabbpibg5o
@milan.9804 жыл бұрын
@@lovinghand7325 I will give an idea
@GaryParkin3 жыл бұрын
Thanks Matt, for another video. I'm wondering if you want to show and hide the widget, rather then create and remove the widget? Is there any reason to use one or the other for optimization? Like if I'm picking up rocks, should they have colliders or should the player have a line trace. I'm thinking line trace, but I'm still new to the engine by a few months. Any ideas?
@milan.9804 жыл бұрын
Congratulations 🎉 2K, will always support you
@milan.9804 жыл бұрын
If my parents allow after some months or maybe after some years I will join patreon
@MattAspland4 жыл бұрын
Thank you so much! I really appreciate all of that! And don't worry about payment, just supporting me like you are now is more than enough! Thank you again :)
@buraktaskin96382 жыл бұрын
I have a question that I think is very simple for you. When you approach an object with my character, press the E key will be written on the screen. When you move away from the object, this text will disappear. But when the text is on the screen, pressing the E key will open a web page. In other words, the E key will not have a function anywhere in the game. I tried but failed. Will you help me with this problem?
@peaches_for_free Жыл бұрын
Have you defined what should E do when you press it next to the object?
@dav6667773 жыл бұрын
doesnt this show the prompt even if you're not looking at the door? which kinda clashes with the previous tutorial of only opening the door when you're looking at it
@MattAspland3 жыл бұрын
Hey, yep with this system it would. So you could merge the last one you mentioned too, so that it only fires off this code when you A) Start looking at the door, and then B) When you stop looking at the door. I can add that to my list too if you like :)
@yacebo83713 жыл бұрын
how do i get the door the i only have SM_Door_blueprint
@milesupshur4472 жыл бұрын
Hi, can you do a tutorial to recreate the system in Outlast 1 where you open the door and close the door with animation?
@ross43344 жыл бұрын
Great video once again!
@MattAspland4 жыл бұрын
Thank you so much Ross! :)
@izzyharvin2 жыл бұрын
Could you also use this same process to open up a menu on a picture to play music or video? Thank you
@GHSTLurker3 жыл бұрын
Followed entirely, button prompt won't go away after leaving collision box and the on screen prompt won't change colors.
@SkullsForSale3 жыл бұрын
same
@Wapstarrrr4 жыл бұрын
Hey, my InputAction Interact is not working when I press E, do you have any idea why ? Everything else is working but when I press E nothing happens, I tried to switch the button with something else but its still not working.
@MattAspland4 жыл бұрын
Hey, if you select the input action and in the top right untick "Consume Input", this might help. Make sure to do this on every reference you have to it.
@Wapstarrrr4 жыл бұрын
@@MattAspland it's still not working, what I found is that if I place the InputAction Interact in the "Player" blueprint(this is the blueprint made for my character) and then I add an print string to it and press "E" in game it works from there but if I do the same thing in my actor blueprint for the door its not working.
@MattAspland4 жыл бұрын
Oh right okay, have you made sure to also enable the input in the door blueprint? So off of event begin play get an "Enable Input" node leaving the target as "Self" and the player controller as "Get Player Controller"
@Wapstarrrr4 жыл бұрын
@@MattAspland Oh , it's working now, thank you very much.
@MattAspland4 жыл бұрын
No problem, glad we got it solved :)
@GuiiWolff6663 жыл бұрын
Hey man, nice tutorials! But for me, if i press E anywhere on the map, it activates the door. I used this tutorial for a dialogue to appear when interacting with a car, so when i start the level, far from the car and press E, the audio triggers and give me a editor error. The viewport trigger is working nicely here, it's just this that it's not working. I want to be only possible to press E, when inside the trigger of the interactable actor. Do you know what to do? Thanks and keep up with the great work!
@GuiiWolff6663 жыл бұрын
Wow, so I actually figure out what was happening. I've added the enable input command on begin play, now i changed to eventactorbeginoverlap, and its working only when i entered the trigger!
@MattAspland3 жыл бұрын
Great work man, glad you got it solved. Thanks for putting it here too for others who may be experiencing the same issue :)
@GuiiWolff6663 жыл бұрын
@@MattAspland I got it minutes later man! Hahahaha I'll leave it here for the people of course! And by the way i'm using 4.26 guys! And man, thank you for helping us beginner developers with your well made videos. The explanations go straight to the point and i'm learning a lot and fast! I'm making a horror game, all of your tutorials are welcome! Keep up with the great work!
@MattAspland3 жыл бұрын
@@GuiiWolff666 Ha thanks man, and thank you so much again, for all of your kind words. I really appreciate it, it means a lot to me :) So happy I can help you!
@quantumsamurai69782 жыл бұрын
@@GuiiWolff666 do you have a different method for 4.27 because I tried both of the methods above and still doesn't seem to work?
@Goodeder2 жыл бұрын
The E button isnt switching to gray when i click it…
@MetalHeadReacts2 жыл бұрын
I'm having a problem with this... In using the third person game setup, I can get the widget to show up onscreen when in proximity with the object in question, but the button press doesn't register at all. Is it because i'm using third person? because the "jump" button press is in the third person character blueprint, and if i put an "Use interact button" thing in the character BP with a print to screen command it works, but not if i do it the way you do it here... I've gone through this video 9 times and followed it to the letter, but it just won't work
@aliciaredmarr Жыл бұрын
Did you solve it? I´m having the same issue :(
@baan3d2 жыл бұрын
thank os much
@fosterboy15873 жыл бұрын
hi matt is there a way to change your crosshair cursor to a hand when getting to the door
@serkanim Жыл бұрын
master, I am using ue 5.1, I do not have set is prassed, only set isfocusable and set is enablet, they do not work
@nanad2123 жыл бұрын
soooo happy I found this channeeeel!!
@MattAspland3 жыл бұрын
Thanks so much man! Happy to have you here :)
@geeksinsuits2 жыл бұрын
Hey a question , what how did you center Widget image with the anchor ?
@StianF3 жыл бұрын
So if you stand next to the door and face a different direction, you would still see "Press E to interact", and nothing would happen?
@TheF4c3m4n4 жыл бұрын
Great video as always!
@MattAspland4 жыл бұрын
Thank you so much! :)
@izzyharvin2 жыл бұрын
Is the Cast To ThirdPersonCharacter node the character you made, right? If so that means for VR you would cast it to the Blueprint Character I made for the Interact to come up or do I connect it to the VR Controller? Thank you @mattaspland
@АртемийСеменюк-я6ь4 жыл бұрын
Hi. It's me again, but you probably don't remember me. So, I have a problem: the widget does not disappear from the screen when I leave the box.
@MattAspland4 жыл бұрын
Hi, have you double checked that on the end overlap you are casting to your character for the other actor and "Removing from parent" for the widget? If so, then you might be creating it and putting it on the screen somewhere else maybe?
@fracturedfantasy4 жыл бұрын
@@MattAspland I had a similar issue, however I was using 3rd person view. I disabled the "looking @ door" section of the code and everything started working. So it's likely something along the chain is breaking in his instance and preventing the widget from clearing (like it was in my case).
@SuperICHmagdich3 жыл бұрын
I had the same issue resolved it by triggering on actor instead of box collider on overlap hope this helps
@mahfuzahmed98853 жыл бұрын
@@SuperICHmagdich THANK U BRO IT WORKED AFTER USING BOX INSTEAD OF USING BOX COLLIDER
@alexrusu29053 жыл бұрын
Had the same issue and I just managed to figure it out. On Component Begin Overlap use a 'Do Once' node -> Create Widged ->Add to viewport and on End Overlap do a remove from parent then use a sequence to 0 -> Continue you code, 1 Reset the Do Once Node. Hope this helps some people. I think the way it worked is that on Begin Overlap it does some things more than once thus creating the widget twice instead of once and then the remove from parent only removes it once
@ShadowBelouve2 жыл бұрын
Hey Matt, your tutorials are amazing, and as I've said elsewhere you've helped me greatly! I was wondering can you tell me how I could make the interact interchangeable with other controllers? I.E. If you are using an xbox controller, it will ask for an XBox input, Playstation and Playstation input, or keyboard 'E' key?
@saaya12702 жыл бұрын
you can put everything you want in terms of mapping, just need to add additionnal mappings with the "+" in the input section of project settings
@circenngomezgascon21393 жыл бұрын
Hey! thank you a lot for this tutorial. I'm running int oa problem tho. I set up thow kinds of doors (wooden and prision door). They use the same blueprint. When I open the prison door everything runs fine but when i want to open the wooden door I have an error on the log that says "Accessed None trying to read property CallFunc_Create_ReturnValue". This error is aiming at the "IsPressed" Boolean of the wooden door. Do i have to make a Blueprint for each type of door even if they open in the same way? Thank you!
@ManlyTube2 жыл бұрын
For noobies: you can make the door animation smoother if you right click on one of your timeline keypoints and left click auto
@TheBoggledMind3 жыл бұрын
I am brand new to UE4 so maybe im biting off more than I can chew, but I want to create a door system where doors only open/close if interacted with(like in this video). I'm having trouble finding a guide that does that. Seemingly every door guide has the door open/close if the player gets close to it. Do you have a guide on that or have one you recommend?
@fikriakhdimaulana Жыл бұрын
i just wonder why inside my object bp i can't use input action interact, even tho i made the logic if the input action is pressed then i will print something, but nothing happen, can you help me? i would love to give donation to you, i really need it for my project
@teamrolf82063 жыл бұрын
My widget is not removing from paret when i go outside of the box collision I need help
@MattAspland3 жыл бұрын
Hi, have you made sure that you have it connected up to the correct return value and that the event is being triggered? You can test the latter using a print string at the end of the code and seeing if it appears on your screen when trying again. You could also send screenshots of your code and I can take a closer look for you :)
@teamrolf82063 жыл бұрын
@@MattAsplandthank u so much i fixed it just like you said thank u
@MattAspland3 жыл бұрын
@@teamrolf8206 That's great, well done man! Happy to help :)
@kenalpha32 жыл бұрын
Thanks for this. But there is a new way to use “Get Input Settings” > “Get Action Mapping by Name” and display the KEY assigned to your USE action [link... /t/how-to-show-input-key-in-text-string/311358/21]. E.g. the widget would display: "Press ____[grab and insert your bind key] to interact" But how do I connect this to a Cast to or get Player controller/character? Because the Get Input Settings has no intro pin. So I cant put a player node in the graph, then drag off and connect “Get Input Settings.” I searched how to “Get Input Settings” and get no tutorial. Can you teach us please?
@souhaibbenchaker4824 Жыл бұрын
use common UI plugin, it's a free plugin and will save you a lot of time.
@rifat.ahammed2 жыл бұрын
Going through all of your contents
@BM-lb3xs2 жыл бұрын
What if i wanted the button to be greyed out for the duration that i held the button for?
@stevewynn46123 жыл бұрын
Helpful. Thanks.
@omaralotaibi27413 жыл бұрын
I wonder how can I make the animation look more natural? What occurs whenever I try to open the door for the first time. It just quickly teleports to open-angle instead of having that smooth animation. I've checked the timeline and not sure what I'm doing wrong. Also, how can I stop the player from spamming the E button(making the door stuck in open-angle animation)? I realized that spamming the door can be done and it takes away immersion. Any suggestions are appreciated.
@EmojixOfficial3 жыл бұрын
It works but I want the icon to disappear when not looking at the door but still in the box collsion. How can I do that?
@joeymillaire25043 жыл бұрын
Great vid! everything is working fine but is it normal that i can interact with my object everywere in the map?
@MattAspland3 жыл бұрын
Hey, to fix this you could use box collisions, gates and enabling and disabling the input. I go over this in some other videos, like this one below. Hope it helps :) kzbin.info/www/bejne/aGqQXpybpNeLbbM
@fikriakhdimaulana Жыл бұрын
thanks a lot mate
@Nightmaresux2 жыл бұрын
Hello, can you please try to help me with my problem? No matter how big the "box collision" i set up, the "E" will shows only when i am standing right besides the door. Changing the size of box collision seems to do nothing, i still have to be really really close to the doors for the "E" button to appear :/
@ethanscott2063 жыл бұрын
I wasn't doing something very similar, and I felt like this video was close enough. My prompt is for refilling ammo instead. I was able to get the prompt to appear when I got close enough, but it won't leave when I walk away. It also won't refill the ammo when I press E XD. Any one have any tips for this solution, maybe you had the same problem when/if you followed this video.
@projectchaser2 жыл бұрын
same issue, have you be able to solve it?
@ethanscott2062 жыл бұрын
@@projectchaser I was, yeah. I'll have to open up unreal again to see what I did cause I can't remember 😆. If I get a chance (cause Ive got some work I gotta get done and unreal engine can really chug on my pc) ill open up the file and check what i did and report back if you need it
@projectchaser2 жыл бұрын
@@ethanscott206 yes, thanks!
@ShiNobist2 жыл бұрын
how to make the message not show to all players ? help pls) if you can video
@darrenjackson88543 жыл бұрын
where can I get or make good looking widgets
@darrenjackson88543 жыл бұрын
coming back 15 hours later realizing how much of a dumbass question this was. Learning is key 😭
@autodriv3r4052 жыл бұрын
One point how you could improve this tutorial: the Widget should only be created when the players first person camera is facing the door. At this stage, you can also open the door when you are facing the door with your back. Fordward Vector Stuff
@divinepart4 жыл бұрын
Please Upload Video for setting up Fully-Automatic Gun (While holding trigger, fire countinously)
@MattAspland4 жыл бұрын
I'll add it to my list and have a look soon :)
@guga-ne2fy4 жыл бұрын
man i got a problem when i press my action button too many times, the door animation keeps reseting and i dont how to fix it
@MattAspland4 жыл бұрын
Hey, I may cover this in one of my actual door videos. But you would want a branch and a Boolean to see when it has finished the timeline. It is because you are opening it again before it finishing closing or opening, so it will be snapping between the two timelines. So set this Boolean to true when you finish the timeline, and set it to false out of the true of the branch, which then goes into the timelines again. Hope you understand what I mean :)
@guga-ne2fy4 жыл бұрын
@@MattAspland i think not man, i tried this but did not work prnt.sc/vgyg7b. anyways man keep up you are doing a great work with your chanel
@MattAspland4 жыл бұрын
Hey, sorry for the late response, I didn't get notified. Thank you so much for your kind words though :) If you are still having the issue, before the branch you have there, get another one with the condition of "Can Interact?" and out of true, go into the next branch. Have this Boolean set to true by default, when you press your action mapping, set it to false. And out of the finished of the timelines, set it to True again. Hope this helps, thank you again for your kind message, and sorry for the delayed response :)
@albanonovais57262 жыл бұрын
i got accessed none on node "'Set is pressed'" how do i fix it??
@Elii941042 жыл бұрын
im trying to figure out how to pickup flashlights by clicking e kinda like in fnaf 9
@KrugerFS2 жыл бұрын
Widget not showing on screen, have a print string to fire off the overlap which happens. but no widget.
@ItzBahram4 жыл бұрын
Awsome !!! great TUT ! but what if we use linetrace with it ?
@MattAspland4 жыл бұрын
Thank you! I linked one in the video on opening a door with a linetrace. I'll link it here too! Hope it helps :) Open A Door When Looking At It: kzbin.info/www/bejne/oZSkg4Cdatyeock
@ndmnet2 жыл бұрын
doesn't work. They just stay on screen never leave
@280i3 жыл бұрын
yo when i leave the trigger box the ui doesn't go away 😭😭plz help
@JustZiReacts4 жыл бұрын
Awesome work❤ Can you make a tutorial for enemy AI chasing only when flashlight is ON and the player is moving?
@MattAspland4 жыл бұрын
Thank you! And thanks for the suggestion, I could look into doing that yeah :)
@mohammadjavadehsani3464 жыл бұрын
add branch
@varunbhole95452 жыл бұрын
why does my screen go white when i collide with the box
@ФедорСимонов-ф1ч3 жыл бұрын
Love it!
@MattAspland3 жыл бұрын
Amazing! Thanks :)
@projectchaser2 жыл бұрын
The text doesn't leave after I leave the box collision :-(
@ayomidekuye44672 жыл бұрын
i cant find the is pressed boolean
@bilegtni52023 жыл бұрын
how to stop penetrate through the door?
@MattAspland3 жыл бұрын
Hi, do you mean the linetrace is going through the door? If so, I assume your collision is wrong. To fix it you can open up the door static mesh, and on the right change it's collision complexity from "Project Default" to "Use Complex Collision As Simple". Hope this helps :)
@divinepart4 жыл бұрын
Please Upload videos for co-op games like Call of Duty (Friendly Crosshair, Unable to shoot Friends)
@MattAspland4 жыл бұрын
I can add it to my list
@FullMetalHamster6662 жыл бұрын
Matt as planned. :D
@DreamyMoondust3 жыл бұрын
Hi Matt, lovely tutorial! My project is a bit different from the tutorial where I want the player to 1) go near the object (hit collision box) and 2) look at the object to show a widget that says "Press P to play game", and then they can press P to get to another level. This seems to combine both this tutorial and the one which you've done before. I've tried playing around with the nodes but can't seem to make it work. Do you have any ideas?
@ShadowBelouve2 жыл бұрын
You use the same method here, only instead of having the door open and close, you have it load the new level. You will also have to add it in your project settings so that it loads all of the levels your looking to put in there.
@RONI-EtailaxiA3 жыл бұрын
Thanks! Press F to pay respects
@gamingsmith3073 жыл бұрын
im stuck on graph widget cant find return node Edit- Nevermind I am just stupid sorry..
@MattAspland3 жыл бұрын
No worries, we all have times like that. It's not stupidity, usually tiredness lol Glad you figured it out :)
@bilegtni52023 жыл бұрын
i'm still doing this it doesn't work please help me
@MattAspland3 жыл бұрын
Hey, which part isn't working? Is it not showing up at all, or is not removing from your screen?
@bilegtni52023 жыл бұрын
@@MattAspland yo bro im so happy i just did it
@bilegtni52023 жыл бұрын
@@MattAspland it was so simple i forgot some boolean bro i love you
@bilegtni52023 жыл бұрын
@@MattAspland thank you very very very very much!!!!
@MattAspland3 жыл бұрын
@@bilegtni5202 Oh that's great news man! Well done!! :)
@partacanna3 жыл бұрын
I've been trying to make the main character, the cat, sleep on the bed, after clicking 'E'.
@israeloconnor73813 жыл бұрын
mines not showing up at all
@bilegtni52023 жыл бұрын
can u give my this project file please
@divinepart4 жыл бұрын
Add Prone System
@MattAspland4 жыл бұрын
I can definitely look into doing this yeah :)
@divinepart4 жыл бұрын
@@MattAspland please reply on my other two comments about 1 hour ago
@Brodovitch82 жыл бұрын
@@divinepart tu forces frère
@divinepart4 жыл бұрын
Try to upload zipline tutorial
@MattAspland4 жыл бұрын
I can look into that yeah :)
@ShadowAimai3 жыл бұрын
Kinda feel like you missed some steps there.
@kriskata76534 жыл бұрын
not 2,000 subscribers, 200000 subscribers !!!!!
@MattAspland4 жыл бұрын
Thank you so much! Maybe one day :)
@yan-ruchen36023 жыл бұрын
Hi Matt, do you know why when I've 2 or more buttons at the same level, all the buttons will be remained there even though you've left the trigger box. But if just 1 button, it looks fine! Please help yeah! Anyway this is a a amazing tutorial! Thanks