Working on a 2D in a 3D world game and for a whole month now, I have tried literally every single youtube tutorial on how to do that, none of them worked except for your video, thank you so much.
@UnrealDevHub2 ай бұрын
Happy to hear that!
@samnwakefield2032 Жыл бұрын
Very interesting tutorials ........In the future I suggest you to continue to make tutorials that are unique and rarely taught by other gamedevs......for instance intro and game ending credits would be a nice addition to your tutorials in the future....many tutorials out there don't show tutorials like the ones mentioned b4.God Bless your Channel and keep up the good works.
@UnrealDevHub Жыл бұрын
That’s a great recommendation! I have some ideas for some UI videos in the future, that concept you described could fit in nicely!
@saucybudbarn5337 Жыл бұрын
This video was very helpful. 🎉
@UnrealDevHub Жыл бұрын
Happy to hear that!
@whyareless Жыл бұрын
Just what I needed. Cheers :)
@UnrealDevHub Жыл бұрын
Glad to hear it. Let me know if there any other topics you’d like to learn more about!
@dp-fh5kk18 күн бұрын
Thank you for this breakdown! I have a small issue: when i set the object down, I can not pick it up again until I leave the overlap collision and then reenter. Is there a way to fix/reset this? Edit: Also, how would go about making the box move slowly when going up? I want to set up a animgraph with player lifting animations. Any help is appreciated. Thanks!
@rayne93239 ай бұрын
cool video however my player is being pushed around by the object that I am trying to collect. when i pick up the box, every w.a.s.d walks the character backwards so i think the box is interfering as w.a.s.d. works normally before picking up the box. what could be missing?
@lga90465 ай бұрын
So this worked great for my stools, my only issue is that when the stools are sideways on the ground they stay in that position as I try to move them. How would you add a snap to vertical orientation for the stool? So that the stool floats the correct way in front of you?
@UnrealDevHub5 ай бұрын
@lga9046 When you pick up the actor (lock it into the “carry point”) in front of your player character, you’d want to add a SetActorRotation node with the Stool Actor as the target, and set that value to 0,0,0 to correct for whatever rotation has been previously applied. If you wanted to go one step further, when you interact with the stool, you could cache the original rotated orientation,then reapply that rotation value to the stool when you place it down on the ground again.
@lga90465 ай бұрын
@@UnrealDevHub Thanks! The reorientation code works well, I'm running into an issue with the stool connecting to the side of the player or sometimes behind the player, making it difficult to align your drop point. How would I go about locking it into the carry point? I have it hooked up to my hips, but the stool sometimes drifts off, even when I approach it frontally. I'd also love to be able to turn off physics temporarily on the stool while i'm holding it, as it bumps into real world items and then its own location gets messed up, sometimes flinging itself across the room.
@cincyswimmer5135 ай бұрын
When you set the location of the Stool using AttachActorToComponent, use the option “snap to target” for the location, which will snap it to the attach point. I’d also consider making the attach point locked to the Root bone of the character so that it doesn’t bob when you run, unless you want that. To turn off the collision, add a function that sets the collision type of the mesh of the Stool (you should do it on the stool itself instead of on the player) and set it to NoCollision. Then reenable it later using the same set collision type node when you place the stool on the ground.
@WilBuildIt7 ай бұрын
@Unreal Dev Hub ... I'm really struggling. In the beginning you show stacking the boxes. I cannot do that as they don't have physics enabled, so they don't collide with anything. Additionally, I'd like it not to clip through walls so that would solve that problem to maybe? Any ideas. Thank you so much for the tutorial. Edit: If I enable sim physics the pick up does not work.
@UnrealDevHub7 ай бұрын
The "stacking" is done in the video using a line trace downwards from the AttachPoint, not using physics. If you enabled collision and used settings like BlockAll, that might solve your problem? Make sure Moveable is also set as the movability settings for the PickupObject StaticMesh component. Is the goal to hit the other objects in the environment with the box and create a physics reaction from them?
@jayy84725 ай бұрын
How can i temporarily disable collisions between the object and the character while holding the object
@UnrealDevHub5 ай бұрын
Check out this other video I made that describes turning on/off static mesh collision. If you are stumped, when you grab the static mesh in your BP, just search "Set Collision Enabled" on the static mesh actor you've picked up.
@AlexPeregrina10 ай бұрын
edited, different question: is there a way for it to consider collison? in this case you can pick up and place objects inside of walls, other objects, ect. thanks!
@UnrealDevHub5 ай бұрын
Yes, you could change the Overlap Response for various classes of objects to ignore, overlap or block different collision types.
@megan625510 ай бұрын
Hi, just wondering how I would implement this with multiple different objects I want the player to pick up?
@UnrealDevHub10 ай бұрын
Hi @megan6255 - You could implement that object one of two ways. 1) You could either have anything you want to pick up derive from the same parent class (such as the one we created). 2) 🌟You could add a ChildActorComponent to each of the objects you want to pick up that communicates with the player. This would basically be a BP with the collision sphere, and the collision logic that we added in the BP_AttachedObjectPickup shown at 10:00. There are a few factors that might affect how you'd structure the logic. I'd personally choose 🌟option 2 🌟. This way you could pick up a chicken, ammo pack, car, or baseball all the same way and allow the blueprints that can be picked up to retain their own logic and class types. So to recap - you'd basically duplicate the class you made (BP_AttachedObjectPickup), add it as a ChildActorComponent on any of your BPs that you want to pick up, and the functionality should carry over. You'll want to make sure that the other actor classes you try to pick up are set to Moveable (in the details panel, right below transform values), or else you won't be able to pick them up