On the doors can you add a link so if my door is part of a double door, unlocking one door will automatically unlocked the other.
Sorry, where do I find the Text used for the Typeriter, that actual words that come up like Need Ink Ribbon, etc
For the Ink Ribbon message, you can find it in "AC_Interact" inside "Interact Graph", in the end of the section(Image attached).
For most of the other items and platforms, we have Text variable in the Details panel, so you can simply select the object actor and edit the message there.
On the doors can you add a link so if my door is part of a double door, unlocking one door will automatically unlocked the other.
In Video Tutorial Part 1, we talk about how one key can open multiple doors, However, you may need to tweak the logic a bit for your specific case. For example, when one door is opened, you can get a reference to the other part of the double door and trigger it to open as well.
That said, for double doors I generally recommend setting them up as a single door actor.
That said, for double doors I generally recommend setting them up as a single door actor.
HOW DO I ADD THAT?
In the Text inputs in the BP File how do i add paragraphs on a page or centre text etc, cant see any way to do it?
That said, for double doors I generally recommend setting them up as a single door actor.
HOW DO I ADD THAT?
In the Text inputs in the BP File how do i add paragraphs on a page or centre text etc, cant see any way to do it?
For this, you can use the text formatting, add this to WB_File in the section where texts are displayed, in blueprint is little limited but it should help you.
Hi. I am adding some functionality to the pack, like pushing crates, and need to add some parts to the anim BP. The State Machine, Locomotion and Event Graph are set up in a way i havent seen before. I n the Locomotion, it goes straight from Entry to Aim, there is no Idle state for me to add off of. How have you implemented the Idle? Is it in the Anim BP?
@ben4886 Hey Ben, Thank you for your question,
For Player AnimBP, we’ve used the Blueprint Thread Safe method and Anim Layers, which is a more efficient and optimized setup. This approach also makes it easy to add new weapons and states: for each weapon, only a child of the animation layer is created, and the blend spaces and variables can be easily configured.
You can find the Idle animation in each layer and modify it as needed for your functionality(please check attached images). If you have any questions or need clarification on any part of this system, please let me know, and I’d be happy to help.
Can you share any of that to help other player developer
@farshad Ah, ok. So if i am adding any kind of extra new animation (like pushing blocks) it will either have to be using an anim montage in the a character BP or actor BP, or set up a new Blend Space and that to the ABP Event Graph?
@farshad I've made a block pushing system. Normally i would have gone in to the Locomotion and added the states off of Idle. But with this i have done it the opposite way, where it is the block that moves and takes us with it while the input is held. Using anim montages and connect actor to actor in the block BP, i have got it working well
@hosna How do i create these two pins?
Hey @mrksmt9 , you don't need those 2 pins, just follow this video I made for you, Hope it helps!
Hey it’s me again, just a quick one, is it possible and also how to do this, create a child bp of the camera, attach to a spline and have cameras follow the player along a path, like from dino crisis . Not just fixed camera and follow player but have the camera move like when walking through a corridor or having an enemy chase you. This would be awesome .
would you also like to have a cheeky look at my passion project using the classic survival framework?
here is why I have so far.
its all for learning purposes as I’m a total beginner at this .
its so fun just adding the cameras into the map
https://youtu.be/oovxQ9aBwoU?si=KgDp9qFmT-qqf49f
