How do you add multiple Splines? can you make a tutorial?
@d123s4044 жыл бұрын
I made a followup tutorial which covers adding more splines and also covers setting up vertical splines, as well as transitioning between them. You can find it here: kzbin.info/www/bejne/g4mQnHiLlpKneLc
@loveparmar14 жыл бұрын
You’re the best me bro. Respect! Subbed coz you reply fast.
@kingofsapiens74033 жыл бұрын
2:43 ALT key and drag where you want
@nobopyon3 жыл бұрын
one of the best tutorial i see... appreciate the detail explanation of each node adding to the blueprint. It's very helpful for noob like myself for learning!
@JoshuaBowdoin-l3y Жыл бұрын
so im finding I can only make this work on a Spline that moves in the X aces if I set Y the same way you set Z at 10:21 if I leave Y aloe then the player gets locked to a single point were as if I set Y as described the player will fallow the X aces (going past the Spline witch is fine for me) the issue is when I curve the Spline to the Y deration (such as making a loop) the player brakes off altogether is there a way around that ? can I contact you for help ?
@Tomce4204 жыл бұрын
Please make more tutorials! you are such a good teacher. You explaining everything so well!
@josephmorales6522 жыл бұрын
Wow! Thank you so much. I hope your development journey is going well.
@nanoTITAN4 жыл бұрын
You can view the spline during play under simulate (alt + S). You won't have control over your character, but you could add Timeline node to increment the actor's position along the path
@quertx4886 Жыл бұрын
Just a thought, if you have some condition where the player only needs to be on the spline at certain times, consider running this through an event by timer. It is less performance intensive and does not depend on framerate like Tick does.
@Hef984 жыл бұрын
You can add a spline mesh in the construction script and set a static mesh for it if you want to visualize the spline instead of doing it manualy
@d123s4044 жыл бұрын
Thanks! I didn't want to go into construction scripts so that I can keep the video short and to the point.
@user-pf3qj1hq3t5 жыл бұрын
Great video. Really helpful. Explains well how to move a character along a spline. Thanks!!
@sminkly3 жыл бұрын
Hi, has something changed in later versions of unreal engine ? I follow the steps(only difference is starting with the first person game template) and though I've added the variable to the fps character blueprint, made it instance editable, added the spline to the level, made sure that the spline on the level is referenced in the fps character on the level. But every time unreal says it found none when trying to access the spline variable. I've tried multiple times, with different names for the spline blueprint - in case was referencing an old blueprint or something but no joy. Any ideas ? Thanks.
@TheFrostgrim Жыл бұрын
The best tutorial in whole Internet! Thank u
@bncountzero4 жыл бұрын
This is great! Thank you very much for this. Very clean and straightforward.
@albertkam1915 ай бұрын
I found that this way sometimes is limiting in case you have splines that are not perfectly even on the Z axis. Depending on how you make your spline, the next closest point on the spline will not always be in the direction where you are moving, hence you often get stuck because it always corrects you to the closest point on the spline in regard to your position every frame. Like walking up a slope is problematic, or at least that's what I personally found with this implementation. I found that if you use pawns' AddMovementInput node instead, it works way better. Ideally you would disable default movement input prior to this, but for example I have this set up as a gameplay ability which turns off movement input on the player controller, however I still broadcast input events as delegates regardless if they are turned off or not. I then bind to the movement delegate in the ability, and then when you try to walk forward -> you do AddMovementInput in the direction of the spline tangent, and you scale it based on delta time and character speed variables. There's also a "force movement" boolean on that node, which bypasses player controller even if you have movement input explicitly turned off. Thank you for sharing your solution, this was a very useful reference starting point for my implementation!
@toyxyz39173 жыл бұрын
Thanks for the wonderful tutorial! But there is one problem. When the character is not moving, it begins to move slowly toward the first or last point of the spline. I've been working hard to find a solution, but haven't found it yet.
@d123s4043 жыл бұрын
I checked my project file and it doesn't seem to be happening on my end. :o
@toyxyz39173 жыл бұрын
@@d123s404 Thanks for the answer! According to the results of the investigation so far, it seems that the problem-the character slips-occurs when the spline is not the same height at all points and is partially different (if there is a slope). When I set all points on the spline to the same height, that problem was solved. However, even if the height of all the points of the spline is the same, if the path is not straight and is complex, the same problem occurs in a specific section. I think I need to do more research.
@alzahelb60533 жыл бұрын
@@toyxyz3917 i got this same problem + my character sometimes get stucks when the height changes, did you find a more reliable fix than just puting all the points at the same height ?
@toyxyz39173 жыл бұрын
@@alzahelb6053 Couldn't find a another solution.
@Venraneld Жыл бұрын
Hello. Did you end up finding a solution for this? I'm having the same issue and it also happens whenever I adjust the handles of one of the spline points. It makes sense since that is manually altering the tangents at certain points on the spline and this setup is using the tangents to set the character's location, but I can't figure out a way to override this other than make sure all of the spline points types are set to Curve. But if I need to adjust the curve at all it changes to Curve Custom Tangent and I get the sliding again.
@ReginaldusGaming5 жыл бұрын
Great video, so glad i found what i was looking for. Many thanks for uploading this my friend
@markdoyle98634 жыл бұрын
Thanks for the tute. Do you know how to apply this to a spawned character?
@d123s4044 жыл бұрын
I didn't try that so I can't guide u on how to do that. :( The unreal forums would have an answer to that question.
@markdoyle98634 жыл бұрын
Not that I can find. My search continues...
@d123s4044 жыл бұрын
@@markdoyle9863 The key might be using a level blueprint as a mediator between the spline and your character blueprint, although I'm not sure.
@markdoyle98634 жыл бұрын
Sounds like a good idea. Will give it a go.
@tuatec3 жыл бұрын
I really like this simple solution. Pretty sure I will reuse this for one of my game systems! +1
@ToastyEnd3 жыл бұрын
How do you make the player Camera Rotate with the Spline, but it doesnt rotate around with the player if they go back on the spline?
@d123s4043 жыл бұрын
Here's a quick video on the subject: kzbin.info/www/bejne/mWqzpmeJbZZ5o6c Let me know if you have any questions about it. :)
2 жыл бұрын
Thank you so much! So well explained
@d123s4042 жыл бұрын
You're welcome!
@noisyether9211 Жыл бұрын
Thank your for this was looking all over for a simple On and follow solution lol.
@SamXDesc4 жыл бұрын
Whats the difference between world and local?
@d123s4043 жыл бұрын
World represents transform in the world space (the level). Local is relative to the scene component of your object (space in the blueprint). For example, imagine that you have a character blueprint with a skeletal mesh component that is centred in the blueprint. You place the character at location 200x 200y 200z in the level. The skeletal mesh, because it's a child of the character blueprint, inherits the location of 200x 200y 200z in world space, but it's at 0x 0y 0z in local space because it's dead centre in the blueprint.
@KS-wy6ky5 жыл бұрын
Can you do curve based acceleration and torque correction instead of just pointing to point on spline?
@d123s4045 жыл бұрын
No idea. :o Might be a good question for the UE4 forums.
@mikekilkelly43802 жыл бұрын
Hey. Fantastic tutorial! So... I have a question. I'm trying to get my first person character to follow a spline on an x, y AND z axis. For some reason when I move the spline on the Z axis, the player sticks... any clues would be very much appreciated! Thanks from London!
@d123s4042 жыл бұрын
Couple of reasons why your character might get stuck: - The spline is a Bezier curve, so pulling 1 point up when the point before/after it is much lower can create a curve that would force your capsule down towards the ground. If your character has collision then this would cause it to get stuck since the spline is trying to push it into the ground with no room to move down. - But more importantly, if you want your character to move along the spline on the Z axis then you need to set movement mode to "Flying" rather than "Walking". This is done through the movement component and is easy to change in runtime so you can set movement to "Flying" where needed and then switch it back to "Walking" once you're back to normal ground traversal.
@mikekilkelly43802 жыл бұрын
@@d123s404 Ah fantastic! Thank you so much for your reply. This really helped me with my pixel streaming archviz project. Again, thank you so much.
@MorganFuse4 жыл бұрын
Thanks you so much, this is amazing 👏
@McHornet74 жыл бұрын
is it possible to change the end point of the spline in real time in the game? I’m a target, and I’d like that target to stretch the end point of the spline, and then I’d like to add a point in the middle of the spline in real time, to make a curve it's possible?
@d123s4044 жыл бұрын
From what I've heard it's possible to move spline points as well as add new ones. I've never tried it myself but a quick search of the unreal docs/forums should have the answer. You can start by looking up the "attach spline-points to moving objects" thread on UE4 forums. As for adding points: I've read online that you can add points to the end but I've seen no mention of adding points to the middle. In that case you can add a new end point and attach it to the target you have so that it behaves like the old end point. Then you can just place the old end point somewhere in-between the first point and the new endpoint.
@McHornet74 жыл бұрын
@@d123s404 thank you very much
@MorganFuse4 жыл бұрын
Is there a way to use jump, as transition between splines? Like you got to an end of the spline, and after pressing spacebar, player teleports to a different spine . Thanks a lot.
@d123s4044 жыл бұрын
To do that you need two things: - A way to control which spline the player is tracking - A way to detect when the player is at the end of the current spline. The first one is pretty simple. You can just reassign "levelSplineReference" to represent the new spline you want the player to track. The second one can be done in more than one way. You can compare the distance between the player and the final point on the spline for example, or you can set up a box trigger at the end of the spline and check for overlap, etc. Once the player is at the end of the spline and he presses space then you can reassign the levelSplineReference variable to represent the next spline. Hope that helps and good luck!
@MorganFuse4 жыл бұрын
@@d123s404 thanks again, it is very helpful. Have a good day !
@MorganFuse4 жыл бұрын
@@d123s404 I'm sorry to bother you again, but I couldn't make it, please, help me out if you're in a mood. For my project, I want to have a character, that moves along the spline, exactly like you did in this video, but, i also want to be able to jump between them, some splines are horizontal , and some of them vertical. I added another spline, made a refference to it im my character BP. But I can't find a way, to jump to the second one. When you said reaasign spline refference, you meant just copy the same script from the first spline, and paste it to the second one (changing refference to a "spline 2" on overlap event)?I've been trying to do it with separate actor which contains Collison box, and collision sphere inside of the first spline to detect the end of it. Non of this is working. I'm sure that I'm missing something, but I just can't understand what exactly. Can you elaborate on the process of setting this up, and also, how can I move character on a horizontal splines as well. It's not working, even though I added another input for Z axis. Again, I apologize for the amount of text, but nothing from the forum fits my needs. Thanks anyway!
@d123s4044 жыл бұрын
@@MorganFuse Reassigning a variable in programming means changing its value to some other value. In this case, the player's levelSplineRef = someSplineA. Reassigning it would mean levelSplineRef = someSplineB instead. I thought it would be an interesting activity to implement what you're asking for so I made a video showing how I got multiple spline transitions as well as vertical splines working. It's a bit of a longer video but it should give you a good starting point. You can find it here: kzbin.info/www/bejne/g4mQnHiLlpKneLc Hope it helps. : )
@MorganFuse4 жыл бұрын
@@d123s404 i will check this out, thank you so much, appreciate it!
@tgykurtulus3 жыл бұрын
I am working on a side scroller and implement this. Thank you sir very useful!
@wgiesel4 жыл бұрын
Hi, thank you for sharing this. I try to aplly same method to an Actor in order to push it along the spline (like a cart on a railroadtrack). But when I enable "Simulate physics" it dos not move to spline. Any idea why? Thanks a lot in advance.
@d123s4044 жыл бұрын
What are you trying to achieve with "simulate physics"? Gravity or something else? If you want something to move and behave like a dynamic object then it might be better to make it a character instead of an actor. Character objects have a movement component that gives them gravity and the ability to move around. "Simulate physics" hands control of the object completely to the physics system if I'm not mistaken, which means it will ignore movement and relocation requests made by anything other than unreal's physics engine.
@wgiesel4 жыл бұрын
@@d123s404 Thank you so much your quick response! I was imagine something like this. I am looking for the best aproache to represent a P&F Conveyor (kzbin.info/www/bejne/j4S4iZ5qqa1qrck). There is a hook pulling on a cart that is moving on a rail, so I want to archiev the movment by physics. With physics I have archive a result quite ok. But the cart that is moving on the lower rail is not moving smooth and get stucked. The problem is that I am trying to guide the cart on the rail bey collisions. So I was looking for a diferent method to keep the cart on track. Any idea how I could archieve this.
@MuhammadUsman-hb6zk2 жыл бұрын
by dragging i not get multiple points of spline. U Shown in 2:45 Can U Plz tell me how i set this
@d123s4042 жыл бұрын
You have to select the spline point and hold alt before dragging. Holding alt and dragging duplicates things in unreal, including objects, spline points, etc.
@jellyfith6 жыл бұрын
Awesome video, but will you tell me why we use tangent? I know that it is what works, but what makes the tangent function the right choice above the other trigonometric functions? Thanks for the great video!
@d123s4046 жыл бұрын
I'm using tangent as a proxy for deciding the player's movement direction. The tangent for a point on the spline is, in a way, the forward vector for that point so it works very well in this case. Is it the best option? I'm not sure, but it's the first one I tested that works well. xD
@willembuiting6 жыл бұрын
Thank you for this great tutorial. Would it be possible to have an animal, say a deer, follow a spline through my Terrain? Thanks again!
@d123s4046 жыл бұрын
It should work with just about anything. I even tested adding an object that knocks the player away upon collision. The player gets knocked up normally but flies away along the spline instead of in a straight line, so even unreal's physics simulations will follow the spline. There is no escape! >:)
@Sh1sou5 жыл бұрын
For AI meshs like animals, would a nav mesh not a better and maybe easier solution? How are the difference in performace, depending on dozens of animals?
@d123s4045 жыл бұрын
@@Sh1sou I would imagine this spline solution to be very inefficient if you have too many objects using it but I haven't tested it. If more traditional methods work then I would recommend those just because they're tried and tested. This is mostly just for the player character.
@hawkabomb4 жыл бұрын
Great tutorial! So my dilemma is that multiple levels in my project have their own splines, but the character's BP only allows for one SplineLevelReference to be targeted. How can I make it so that the player follows the splines for each level?
@d123s4044 жыл бұрын
Let's imagine you have 3 splines in your level. You can create "spline1", "spline2", and "spline3" variables to represent them, the same way you created the "levelSplineReference" variable. Now we want to avoid plugging all the possible splines into your script and making a mess. What if you decide you want a fourth or fifth spline? will you rewire your blueprints again? That would suck. What you can do, instead of plugging every spline into your script, is just keep using the "levelSplineReference" variable exactly as I did. In other words, you wouldn't change a thing about the blocks of code that already exist. What you want to do is add more code that sets the "levelSplineReference" to the value of "spline1", 2, or 3, as needed. The idea here is that "levelSplineReference" acts like a usb port for your other splines. It's the variable interacting with the script. You "plug in" other spline variables as needed to make your game work. How you determine when to switch depends on how you set your levels up. You might decide to do it by distance or by setting up box triggers at certain points where the player will pass through. This will trigger the code that will switch "levelSplineReference" from spline 1 to 2 or w/e. Hope this helps, and feel free to ask more question if needed!
@hawkabomb4 жыл бұрын
@@d123s404 This definitely helps! Earlier I was making a mess of having different splines all at once--I figured there had to be a better way. The analogy of the "usb" makes total sense. I tried looking up ways to set up LevelSplineReference to change variable types but I'm not sure how to go about it. I created another spline BP and gave it a box collision. I setup On Component Begin Overlap for the box, I cast it to my character, and then I tried to set LevelSplineReference but after that I'm stuck. The details panel for the Set node doesn't allow me to change the variable type because it's inherited from parent. What do you think?
@d123s4044 жыл бұрын
@@hawkabomb It's hard to figure out what the problem is without looking at the blueprints themselves so maybe the unreal forums would be able to help on that end. University kept me away from unreal long enough to forget a lot of the details. xD
@hawkabomb4 жыл бұрын
@@d123s404 will do, thanks for the tutorial! You've no idea how many spline tutorials I followed that were really bad. No collisions, no smooth jumping, etc. Your's was spot on and simple, thanks!
@hawkabomb4 жыл бұрын
@@d123s404 I figured out my issue if anyone else has the same problem. I assumed every map/level had to have its own spline BP. All I had to do was make sure the character's Default section had the same spline BP selected (initially, I was changing the Default section of LevelSplineReference for each level and it was causing the player to fall through the sky). So I can reuse 1 spline BP for all levels. I don't need to create Spline1 for level 1, Spline2 for level 2, etc. Just one works fine.
@arbaazmd50724 ай бұрын
Hi thank you for the amazing video but did it change something in ue5 cause i followed the same thing the tangent part is not working basically it is just following the spline path pls help thanks
@artkalm5 жыл бұрын
Thank you, sir!! Great tutorial. I have only one question: how can I make camera following my character's turn?
@d123s4045 жыл бұрын
To do this you want the character to rotate so that he always faces the direction of movement. Luckily, unreal lets you do that with just a few checkboxes. :) 1) Step one: Open your character's blueprint and select the "Character Movement" component. 2) In the details panel: search for "Orient Rotation to Movement". Check that box if it's unchecked. This option will make your character rotate to face the direction of movement. However, it is in conflict with another checkbox that we have to disable. 3) Select the pawn itself in the components list. It should be the same name as your blueprint with a "(self)" next to it. 4) In the details panel: search for "Use Controller Rotation Yaw" and uncheck that. I'm pretty sure that's all you need. If your camera is in position then you're all set. Let me know if any issues come up. :)
@LolLol-ok4lr5 жыл бұрын
Do You Think This Can Work With First Person View And Smooth It Out ?
@d123s4045 жыл бұрын
It's doable if you replace the teleportation node with interpolation. I have a tutorial called "A trick for better looking movement". You should learn how to use interpolation to smooth out movement/rotation after watching it. Let me know if you need more info on how to get this working.
@TGMaiam Жыл бұрын
Hey, can you make a video for how make playable character move on a spline in unreal engine 5 and if possible, can you make manual 2.5 D game mode set up on third person project and do this spline on that 2.5D game mode? so that in 2.5D, our playable character should move on Y axis at some places.
@bigsky7617 Жыл бұрын
Wow I enjoy the way you explain this! I know I'm late to the party and I'm still looking around, but I'm wondering how to make something move a certain amount of increments along a spline based on a dice roll or some other result. Basically a boardgame. I'll keep doing my homework, but any links or tips would be really appreciated!
@tayam923 жыл бұрын
I tried applying this to an NPC to walk along a spline path. But the NPC wouldn't face the direction of the path when moving. Help pls?
@sonicsmith75 жыл бұрын
Nice. How about allowing the character to come off the spline when they reach the end of it?
@d123s4045 жыл бұрын
I can't write all the details here since I haven't tried it but here's what I think would work: 1) Add a Boolean (true/false) property to the player blueprint called "isOnSpline" 2) Add a branch before the event tick (@8:46) and player movement input (@11:56) that checks whether "isOnSpline" is true or false. If true, it would run the spline movement nodes. If false then it would run the normal movement code. 3) In the level editor, add two trigger volumes, one at the start and one at the end of the spline. 4) Back in the player blueprint, add nodes to the "event begin overlap" to check for the "startOfSpline" volume and the "endOfSpline" volume. When the player touches the "startOfSpline", the "isOnSpline" property is set to true and the player starts using spline movement. When the player touches the "endOfSpline" volume, the "isOnSpline" property is set to false and the player is back to using normal movement. You might run into trouble with assigning the right spline to the player if you have more than one spline. I can't really give any pointers on that until I actually test it out but I hope this helps you get started.
@Take10Games8 ай бұрын
@@d123s404 Has this been tested and does it work? Can't seem to figure it out.
@kreenbopulusmichael72052 жыл бұрын
should do a rail grinding tutorial with third person, this is clearly the first step
@poew29082 жыл бұрын
Say I wanted something like this but with free up/down movement- the character is locked on a set horizontal flight path but can move vertically up or down as they please without leaving the path. How would I do this? I imagine splines could maybe do the trick but nothing I've found on KZbin seems to be helping.
@d123s4042 жыл бұрын
Would the character be flying along the spline in this case? If so you can look at flight movement tutorials and run this spline system alongside that. UE4 has a pretty robust flight movement mode that's just as easy to use as their walking mode.
@poew29082 жыл бұрын
@@d123s404 That's exactly what I mean! Thank you so much!
@Xegethra Жыл бұрын
Is there a way I can do this with a player that spawns into the level? I can't quite figure that one out.
@d123s404 Жыл бұрын
>Method One - Player Finds Splines: In your player pawn blueprint, you can use "get all actors of class", then set the class to the spline actor. This will give you an array of spline actors. From there, you can iterate through the results to see which spline is in range of the player and assign it as the active spline. If you only have one spline in the level then it'll be at index 0. >Method Two - Splines Listen for Player: Alternatively, you can make it so the spline actor create a reference of the player using "get player pawn", then casting the result as whatever class your pawn is. Casting gives you access to the player's functions and variables. The spline can check how far the player is, and once the player is in range, it can make itself the active spline by using the player reference.
@Xegethra Жыл бұрын
@@d123s404 I don't really understand arrays very well, I'm rather a novice in general. I don't know if it's just me and I'm not searching for the right terms, but I can't seem to find much on using the arrays in that way. I found the documentation, but it wants me to do it in the level blueprint using make array and I can't put more than one object into it (I have more than one spline. Does it matter if they are separate blueprints or one copied one placed multiple times?) Unless that's a different array system, which yeah I don't know much about them. I get they are a group of variables that can be pointed to, but can't get my head around making them with objects. I think arrays might be a better option, although I'm not so sure, I have so far two pawns that you can select to play as and they both aren't in the level until you select to play either one of them.
@d123s404 Жыл бұрын
@@Xegethra The function "get all actors from class" returns an array as its output. The function gives you an array with all objects of that class in it so you don't make your own array in this case. The array is labeled "Out Actors", and the icon is a blue square.
@randyra8715Ай бұрын
Why not just have it on player input the code to attach to spline is activated?
@legacythegame4 жыл бұрын
This is a nice starting point, thanks for posting it! Here's some further developments accounting for moving cameras and attachment management, I'd post the BP but its youtube so text will have to suffice :(. ` ` TIPS ON MOVING CAMERA ======================= If you have a moving camera you'll need to get a dot product between the cameras unit direction to the character and compare against the spline tangent, if the dot product is negative you invert the input axis. (Note the unit direction Z should only come from the character, you'll have to break and make the vectors ) ` ` TIPS ON ATTACHING & DETACHING FROM SPLINE ========================================= To have attachment you'll need to switch between the splines world direction vector and controller axis vectors (to the add movement input nodes) managed by a branch and bool. Attach: on overlap of the spline bool true, if you're doing a grind rail then also branch bool that you're falling Detach end: If you get the spline length and compare it to the distance at location of the character if they are equal (use nearly equal with tolerance 0.1) then bool false Detach start: If the distance at location of the character equals zero then bool false Detach jump: (optional if you're doing a grind rail) bool false on jump ` ` It's not much but I hope it helps, thanks again!
@d123s4044 жыл бұрын
Thanks for the detailed information!
@bartoszczechowski47654 жыл бұрын
Could you create tutorial with that? :D
@hardeepsingh-km6wg3 жыл бұрын
How to make player fall down when there is not floor(base) below the player. as player run on spline but when there is a dig it has to jump but if it not jump then ma it fall down. My player keep running on it instead of fall down and kill then start again.
@alzahelb60533 жыл бұрын
Hi, I wonder how would you do knock back ? I tried launch character but it wasn't great when the spline changes direction :/
@JoshuaBowdoin-l3y Жыл бұрын
you have a contact? is not working. it pulls me to a point and holds me there
@zegodhand3 жыл бұрын
you have a good voice
@hardeepsingh-km6wg4 жыл бұрын
how to access that spline in next level. in next level it give error of reference in set world location
@d123s4043 жыл бұрын
I think the easiest way would be to make a reference to the spline in the level blueprint then pass it on to the player blueprint.
@hardeepsingh-km6wg4 жыл бұрын
m pawn not face the spline. i use default scene component in place of capsule.
@AcinfoProduction5 жыл бұрын
Hey man, thanks for this video :). I was wondering if there was a way to set the camera behind it and make it rotate with the character. In my case for example, Im trying to set it up on first person, and I dont want the player to be able to rotate the camera with the mouse, the camera has to rotate on its own, along the spline trace. Like railshooters, for example House of the Dead. Any idea how I could set that up? Cheers!
@d123s4045 жыл бұрын
To do this you want the character to rotate so that he always faces the direction of movement. Luckily, unreal lets you do that with just a few checkboxes. :) 1) Step one: Open your character's blueprint and select the "Character Movement" component. 2) In the details panel: search for "Orient Rotation to Movement". Check that box if it's unchecked. This option will make your character rotate to face the direction of movement. However, it is in conflict with another checkbox that we have to disable. 3) Select the pawn itself in the components list. It should be the same name as your blueprint with a "(self)" next to it. 4) In the details panel: search for "Use Controller Rotation Yaw" and uncheck that. I'm pretty sure that's all you need. If your camera is in position then you're all set. Let me know if any issues come up. :)
@AcinfoProduction5 жыл бұрын
@@d123s404 What I did was to grab a third person character, place the camera on the mesh and just set the mesh to none so that it would still be like a first person and it worked haha. Still, this thing you just mentioned me with the checkboxes is a huge help since I never could actually find it with such ease. And this whole spline movement system... How can I explain? It's literally one of the things I wanted to make up for my game very early on but just could not make it work. It was of HUGE help. Thanks again for the video and your excellente feedback! :)
@d123s4045 жыл бұрын
@@AcinfoProduction No worries. Glad I could help!
@Alex-hs8xj6 жыл бұрын
спасибо
@ivan-_-85775 жыл бұрын
Дружище, он англоговорящий.
@ivan-_-85775 жыл бұрын
Thanks a lot!
@hardeepsingh-km6wg4 жыл бұрын
the spline actor not detect the collision and it is pass through it.
@farcogrice5 жыл бұрын
With a simple variable "bUseSpline?" I can make the character not follow the spline (temporarily, perhaps to perform some particular action). Enabling the variable the character is immediately teleported and then returns to follow the spline. However the character is literally teleporting. How can I make the character make a small movement (with his locomotion animation) towards the spline to keep going along it? drive.google.com/open?id=1SLXHzr3niUEse24ajCOFUBOL6c9PDHlg
@d123s4045 жыл бұрын
I've never tried this but you might be able to achieve this effect using unreal engine's navigation system. You disable player control temporarily and make the character navigate using path finding. You'll have to generate a nav mesh of course. Otherwise you'll need to do it manually which can get pretty complicated. A simpler solution might be to interpolate the character from location a to location b on the spline if it's close enough. I've seen triple A games do that in the past.
@Corporatia4 жыл бұрын
the real True !
@zegodhand3 жыл бұрын
How would we add something like a knockback force to the player on the spline? Or like a wall jump? I'm just wondering how to translate a regular vector to a spline vector, basically.
@d123s4042 жыл бұрын
You can think of the "tangent along spline" as a vector either pointing forward along the spline, and multiplying that by -1 gives you the other direction. You can use the "launch character" node to throw a character along the tangent. As long as your spline isn't curving too tightly then the force + event tick should throw the character along the spline convincingly, though I haven't tested this much so I don't know if there are problems I'm not thinking of off the top of my head.