Thank you, I see that now, cheers although again because of how everything is done by head on detection, its really hit and mis if it works sometimes, i have to sometimes come off the area and walk back in to get the detection of it, same as all the others sadly
@mrksmt9 Hello Mark, Hosna is here this time, If you carefully set up the object/platform placement and the FacingDetectionCollider, this problem shouldn’t occur. However, if after checking this thoroughly you still feel there’s a fundamental issue with this part, please report it in the bug report topic with as many as details that shows when and how this problem happens. We’ll definitely investigate to see if there’s a serious problem, and if there is, we’ll fix it. Thanks so much for your constructive feedback! 🙏
Im hitting a brick wall at the moment, i will include a video link to show my progress with the camera follow with player. My issue now is the cameras World origin location/axis
i have added an arrow component to the bp camera- is this method possible to use the arrow component as the camera facing direction and not its own world origin if that makes sense.
my current logic is based on the cameras Y axis, but all the cameras world location is different to the Y axis wont always be moving forwards and backwards.
so will using the arrow component solve this? of so can you please help me with this cos i cannot figure out the blueprint logic to utilise this,
in the video you will see 2 cameras working great, i didnt include the bad ones, with the very little time i have right now so i hope you know what i mean instead.
I feel like i am getting close. then i can continue setting up the map with all the cameras as there are so many.
Thank you
Even the bps are looking like spaghetti cos im trying to watch tuts and chat gpt to help but many things are breaking the logic not helping it,
@the-javawockee Hey, for the origin of the cameras, have you selected Local or World location in the editor?
@ben4886 hey, I appreciate this, however in the editor I have tried changing this but has no effect . I think in the bp logic it is using the cameras world location and origin
@the-javawockee Hey, I made another quick prototype using a spline approach this time, which works better. I’ll show it here.
With this setup, the camera smoothly follows the character without depending on how and where you put the camera in the world. It behaves consistently. hope this help.
@hosna having some trouble following this for some reason, I followed the steps as best I could from your video, which I appreciate at always for doing that for me.
i need some more time to look into it however at this moment after following it and testing , when the player enters the box overlap, the camera moves away infinitely, not by the movement of The player . Which I’m having a hard time figuring out why when I followed your video.
i did notice something though in the blueprint logic , it is saying (variable not in scope)
I made the variables local as shown in the video but I think this maybe why the camera is behaving the way it is and not following the spline
when I get access to my computer I’ll attach screenshots of what I mean. But yeah unfortunately it isn’t behaving like shown in the video.
when the player ends overlapping though the camera stops which part of the logic is working haha it just isn’t attaching to the spline and is moving infinitely backwards into the abyss 😅
@the-javawockee 😀 Sounds like something small might’ve been missed during setup. I’d suggest going through the video one more time and double-checking everything step by step. also take a look at their default values(one has a very big value as default). If you’re still having trouble after that, feel free to send screenshots and I’ll take a closer look!
Hi. I have just done my first packaging from the project to test the build. I have set it up to use Tank Controls. In the editor it works fine, but packaged there is a rotation issue. Any ideas what may cause it?
Hi. I have just done my first packaging from the project to test the build. I have set it up to use Tank Controls. In the editor it works fine, but packaged there is a rotation issue. Any ideas what may cause it?
and this is in the Editor
@farshad I added in Tank controls. You advised on how to do that on an earlier comment on here. And i am using version 1.8
@farshad packaging from the Demo map, it is a bit better but still too fast. I followed the post as you wrote it
