Can you help us a little bit further? I am building a level where the character can choose between various Metahumans... ive managed to achieve the first change, but besides that nothing worked... thanks a lot for helping me to getting so far...
hey man video is very helpful is there any way on, changing character's just by pressing a key instead of walking up to the characters it would help allot.
Very cool but I wish there was a way to share Blueprints so I could copy and paste and test it instead of trying to recreate everything I see in tutorials. Is that possible? If so why dont people do it? Thanks for the good tutorial, I just daunted by trying to reconstruct Blueprints and wish there was an easier way.
1) There is. BlueprintUE website. I agree it's easier when new, to get the actual file. (Most youtubers dont give files anymore, or make you pay.) 2) Another reason is even if he gave his exact code, you still need to paste it in, then right click on his variables (which you dont officially have added), then chose add create variable (from his). 3) So the best way to share code, is share a project file. 4) "I just daunted by trying to reconstruct Blueprints and wish there was an easier way." This was a very very easy BP code. Best that you learn to do this, so you can handle harder ones later. The way to add BP code with youtube videos is have 2 screens, headphones on, and sometimes set video playback to 50%. Play video, Listen + watch each step, and you click in your UE window, so you can be right clicking - typing the next node to add, after he says the name of it (that you type in your search box).
Hey, I really enjoyed the video. Is it possible to make the main characters "transform" into another which is not "spawned" in the world and after transformation despawn the old character? To simplify this, let's say I want my human character transform into an wolf by pressing 1 and inherit all the wolf animations/skills. I would really appreciate such a tutorial. Thanks in advance
@@FigureZ sadly I gave up due to lack of time and energy, but I've seen recently that some game devs have a "secret room" under the map where they spawn all the enemies in the level during loading screen and they just "telesport and activate" them when the player reaches a certain point in the level. This is to prevent lag during gameplay. Maybe this can be done for the character too using a trigger or something. Hope it helps.
If you wanted to run Character2 around using different inputs, ex keyboard WASD for defaultPawn and gamepad or some other input for Character2, while still controlling myself "defaultPawn" - in short, not using posses - how would you do it?
Copy a base of Epic's different characters (e.g. First Person, Third Person - whatever is closest to the way you want yours to move/camera). Then open its BP and search for "Movement Input." E.g. I have a 2.5D SideScroller project. 1) But I imported someones BP_FirstPersonCharacter, which is already setup with Movement Input: has Key nodes for W = Set Forward Value 1, S Set Forward Value -1, A = Set Right Value 1. 2a) So you change those keys to your gamepad buttons. (And the most important part is the Camera is already setup for First person view - while a Third person BP will have Third camera view, and SS has 90 degree camera. So that's why you need to choose a type of view & movement you want first.) 2b) But the better way to set your gamepad keys (so you can also use keyboard at the same time/switch): Go to your Project settings > Engine > Input: Here you define your "Axis Mappings" (at the bottom). And UE lets you set the Keybind AND gamepad button to use for that specific movement control. Thus in your code, you refer to the name of the Axis mapping (you add that Named Node), and not the exact key (because it will already know - read it from your Project settings). E.g. in my SS character BP: spacebar is not in the code. I use "InputAction Jump" Node = (activates spacebar or gamepad key I set in the Project settings).
@@kenalpha3 I ended up using my pawn player controller to spawn an AI controller and a thirdPersonCharacter, then possesses that controller with the AIController. Then I just pass input from my pawn player controller to the AIController who then passes that input to the possessed second character. It works to give me two playable characters in VR, myself and a 'puppet' passing all gamepad/controller input through my Pawn Player Controller.. Might not be the best of ways, if someone has a clearly better please let me know, but it works well for my purposes.
@@KavanBahrami Oh. I misread your question. You want to control 2 at once. Then what you did is good. There might be a less code way. but if it works for you then ok.
Collision question about the Possess box: I added the same box around my original character (for the code to return to my character). But now this box is collided with pickup Actors in my level, and messing them up. What is the correct way to setup collision so that this big Possess box only generates overlap events from another Possess box? I.e. do I need to make a custom collision channel? (My pickup BP code has a giant sphere collision that actives when it hits my Character. So now it's activating early because it hits the big box that I only want used for Possession code overlap-events.
Thank you! Went through 5 other videos until I finally found the "Posses" in your video! :)
it wont let me do the set controlable for 5.1.1 can ya plz update to the new engon so i can get this to work ?
Dude... This is amazing
Thanks for this great tutorial
Thank you... everything worked fine... amazing tutorial...
just what I wanted a simple and to the point thanks
Can you help us a little bit further? I am building a level where the character can choose between various Metahumans... ive managed to achieve the first change, but besides that nothing worked... thanks a lot for helping me to getting so far...
what if i want to add another character?
Is it possible to posses the “player start” capsule and not the actual character?
Select the capsuke abd set it to be "Player 0" in the details pannel.
hey man video is very helpful is there any way on, changing character's just by pressing a key instead of walking up to the characters it would help allot.
Thank you for this very helpful tutorial!
Very cool but I wish there was a way to share Blueprints so I could copy and paste and test it instead of trying to recreate everything I see in tutorials. Is that possible? If so why dont people do it? Thanks for the good tutorial, I just daunted by trying to reconstruct Blueprints and wish there was an easier way.
1) There is. BlueprintUE website. I agree it's easier when new, to get the actual file. (Most youtubers dont give files anymore, or make you pay.)
2) Another reason is even if he gave his exact code, you still need to paste it in, then right click on his variables (which you dont officially have added), then chose add create variable (from his).
3) So the best way to share code, is share a project file.
4) "I just daunted by trying to reconstruct Blueprints and wish there was an easier way."
This was a very very easy BP code. Best that you learn to do this, so you can handle harder ones later. The way to add BP code with youtube videos is have 2 screens, headphones on, and sometimes set video playback to 50%.
Play video, Listen + watch each step, and you click in your UE window, so you can be right clicking - typing the next node to add, after he says the name of it (that you type in your search box).
Such a wonderful tutorial. Thanks a lot, that's very useful
Hey, I really enjoyed the video. Is it possible to make the main characters "transform" into another which is not "spawned" in the world and after transformation despawn the old character?
To simplify this, let's say I want my human character transform into an wolf by pressing 1 and inherit all the wolf animations/skills.
I would really appreciate such a tutorial. Thanks in advance
This is the exact same thing I am trying to do!
@@rcsmultimediallc4734 Same, pls tell me if you find a way.
Did you find a way?
@@FigureZ sadly I gave up due to lack of time and energy, but I've seen recently that some game devs have a "secret room" under the map where they spawn all the enemies in the level during loading screen and they just "telesport and activate" them when the player reaches a certain point in the level. This is to prevent lag during gameplay.
Maybe this can be done for the character too using a trigger or something. Hope it helps.
@@DolphinWantsPeace Dude thanks a lot. This will help! 🙏 🙏🙏
If you wanted to run Character2 around using different inputs, ex keyboard WASD for defaultPawn and gamepad or some other input for Character2, while still controlling myself "defaultPawn" - in short, not using posses - how would you do it?
Copy a base of Epic's different characters (e.g. First Person, Third Person - whatever is closest to the way you want yours to move/camera). Then open its BP and search for "Movement Input."
E.g. I have a 2.5D SideScroller project.
1) But I imported someones BP_FirstPersonCharacter, which is already setup with Movement Input: has Key nodes for W = Set Forward Value 1, S Set Forward Value -1, A = Set Right Value 1.
2a) So you change those keys to your gamepad buttons. (And the most important part is the Camera is already setup for First person view - while a Third person BP will have Third camera view, and SS has 90 degree camera. So that's why you need to choose a type of view & movement you want first.)
2b) But the better way to set your gamepad keys (so you can also use keyboard at the same time/switch):
Go to your Project settings > Engine > Input: Here you define your "Axis Mappings" (at the bottom).
And UE lets you set the Keybind AND gamepad button to use for that specific movement control.
Thus in your code, you refer to the name of the Axis mapping (you add that Named Node), and not the exact key (because it will already know - read it from your Project settings).
E.g. in my SS character BP: spacebar is not in the code. I use "InputAction Jump" Node = (activates spacebar or gamepad key I set in the Project settings).
@@kenalpha3 I ended up using my pawn player controller to spawn an AI controller and a thirdPersonCharacter, then possesses that controller with the AIController. Then I just pass input from my pawn player controller to the AIController who then passes that input to the possessed second character. It works to give me two playable characters in VR, myself and a 'puppet' passing all gamepad/controller input through my Pawn Player Controller.. Might not be the best of ways, if someone has a clearly better please let me know, but it works well for my purposes.
@@KavanBahrami Oh. I misread your question. You want to control 2 at once. Then what you did is good. There might be a less code way. but if it works for you then ok.
Collision question about the Possess box: I added the same box around my original character (for the code to return to my character). But now this box is collided with pickup Actors in my level, and messing them up.
What is the correct way to setup collision so that this big Possess box only generates overlap events from another Possess box? I.e. do I need to make a custom collision channel?
(My pickup BP code has a giant sphere collision that actives when it hits my Character. So now it's activating early because it hits the big box that I only want used for Possession code overlap-events.
when ever i switch it just crashes
Really useful, thanks a lot 😁
thank you
4.26?
yaaaaaaaaa thanks
Write correctly Title, i was thinking that you are going to teach about Possesion, but no
Yes, possession, playercontrollers and indexing, these things seem like a voodoo science and no one knows how they work apparrently.