Unreal Engine interaction - Overlap with the pawn tutorial

  Рет қаралды 10,314

Gisli's game development channel

Gisli's game development channel

Күн бұрын

#unrealengine #tutorial
This time we take a look at how to we can use the player controlled pawn to detect the actors around it. We do this with an overlap volume and any time one of the bouncing ball actors overlaps our volume we trigger the jump logic

Пікірлер: 13
@GiiyomCG
@GiiyomCG 4 ай бұрын
It would be nice if you could show this but with Blueprint Interfaces instead of using a Cast
@gisli
@gisli 4 ай бұрын
Thanks for the feedback! I'll add this to my list of subjects that I want to cover!
@kirkb94
@kirkb94 Жыл бұрын
You can make the overlap sphere visible by checking the box for hidden in game to off
@gisli
@gisli Жыл бұрын
That's really good advice! Thanks for pointing it out
@andreagabriele7982
@andreagabriele7982 7 ай бұрын
Hello congratulations Now please do you create a video tutorial to the character enter in a trigger and start a FMV movie story of game pleasee i want know this.....i waiting this tutorial simply do you create this?answer me please.....
@gisli
@gisli 7 ай бұрын
Thanks, That's a really good idea, I'm working on a series about the GamePlayAbility system at the moment but maybe I can create this tutorial that you mentioned first!
@andreagabriele7982
@andreagabriele7982 7 ай бұрын
@@gisli Ok i m waiting you very thank you and in this tutorial show how insert the subtitle and reference change in settings in all' language contained in this pre render movie.......please.......i waiting
@boitmecklyn4995
@boitmecklyn4995 10 ай бұрын
I am trying to detect when a chasing NPC contacts the player and throw a "death" screen. this might work.
@gisli
@gisli 10 ай бұрын
Great to hear! Let me know if it works out for you :D
@saengGang93
@saengGang93 Жыл бұрын
Exactly what I needed to know, cheers fella
@gisli
@gisli 11 ай бұрын
Happy to hear it 🔥
@japaneseextremme3811
@japaneseextremme3811 10 ай бұрын
What if I have a second collision for an actor? I only want the third person character to interact with the second collision, but using this method, the character interacts with the first collision as well as the second collision? How can I tell it to ignore the first and only generate an overlap event when the second collision appears?
@gisli
@gisli 10 ай бұрын
You can probably do this using the collision channels and collision profiles. That is if you go into the attribute panel where you customize your collision you should be able to select something like WorldStatic or WorldDynamic. There you also have an option called pawn. So maybe a solution to your problem might be to have one collision answer the pawn collision profile and another answer to world Dynamic. You can also dive deeper into this by exploring the custom profile which lets you manually set the channels Hope it helps!
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