Your clear and stright to the point approach is such a relief coming from all this tutorials where people spend 1 hour just wasting ur time with 5 min actual useful input.
I came to comment the same thing and i know why: the forward vector in world location is the X axis, meaning your line trace only follows the x axis. If you are going sideways or to the negative x, the trace doesnt follow, but i dont know how to fix it yet
My line trace shoots out of my character into a corner skybox?.... I've been trying to figure this out forever. I'm in a first person view setup in third person game style but I think this was happening before I switched to third person gamemode. I just want first person interaction to work.
This is great thank you, but its not very accurate because the bullet(trace) is slightly higher than the gun, so if you have a reticle then this wont work
Blueprint Runtime Error: "Accessed None trying to read property player_character". Node: Line Trace By Channel Graph: EventGraph Function: Execute Ubergraph BP First Person Player Controller Blueprint: BP_FirstPersonPlayerController I'm doing the same as you but from the player controller class (I have an event being fired from a keyboard button press, so same idea), for some reason it's not accessing the first person character at runtime? Any idea why?
from this, how can i add a OnClickedEvent (i use a canvas with a white dot in the center and i want to use is a lock mouse cursor) but with this i want it to be interactible with button (by pressing on them with the line trace) is it possible ?
I cannot figure out how to get a Create Event node with a "Signature" like the one you have at 0:36. How do you make that? All I get is a regular Create Event node with the object reference and an event delegate.
In case anyone else is having this issue I figured it out: You can only get the Create Event function with the Signature dropdown by clicking and dragging out from the Event node on the Bind Events to On Use Item function.
Your clear and stright to the point approach is such a relief coming from all this tutorials where people spend 1 hour just wasting ur time with 5 min actual useful input.
Amazing ,this way its so clean and simple no additional nodes like I saw in other tutorials, you Sir have my respect. Keep up the great work!
Love your voice over. Its really comforting!
0:05 Why don't you wanna shoot with your balls?😅
Jk, nice tutorial
Nice, can't wait for the next video 👍
concise and straight to the point, thanks for a great tutorial
This tutorial is bamfyu approved lol.
Easy to follow and not time consuming.
Good job :)
OMG THANK U SO MUCH I BEEN LOOKIN FOR A TUTORIAL ON DIS
you can also split the struct pin in line trace to not need the break hit node
Nice amazing work man you are one of the best
Thank you!
Great video, you earned yourself a subscriber, sir.
Out of date, it's done in BP Weapon Component off enhanced input IA_shoot in 5.4.
Excellent tutorial, great job!
Where do you find bp_rifle? I only have BP_Pickup_Rifle and it doesn’t have the same code.
This is my issue as well.
Thank you, soo good
(i dont commented more things why i dont speak english soo good, sorry)
Hit actor is not working for me for some reason. EDIT: I just reseted editor preferences and the engine it self, and that fixed it lol
I have a problem. My line trace by chanel is aiming backwards and i don't know how to fix it?
I came to comment the same thing and i know why: the forward vector in world location is the X axis, meaning your line trace only follows the x axis. If you are going sideways or to the negative x, the trace doesnt follow, but i dont know how to fix it yet
amazing explain kip going i follow you
My line trace shoots out of my character into a corner skybox?.... I've been trying to figure this out forever. I'm in a first person view setup in third person game style but I think this was happening before I switched to third person gamemode. I just want first person interaction to work.
I dont have BP_Rifle its pickup rifle and it doesnt look the same
your tutorials are amazing , how can i pot different amount of damage depending on the weapon i am using ?
Thx! I use a different blueprint for each weapon and put the damage output in a variable.
This is great thank you, but its not very accurate because the bullet(trace) is slightly higher than the gun, so if you have a reticle then this wont work
Blueprint Runtime Error: "Accessed None trying to read property player_character". Node: Line Trace By Channel Graph: EventGraph Function: Execute Ubergraph BP First Person Player Controller Blueprint: BP_FirstPersonPlayerController
I'm doing the same as you but from the player controller class (I have an event being fired from a keyboard button press, so same idea), for some reason it's not accessing the first person character at runtime? Any idea why?
from this, how can i add a OnClickedEvent (i use a canvas with a white dot in the center and i want to use is a lock mouse cursor) but with this i want it to be interactible with button (by pressing on them with the line trace) is it possible ?
Thank You ! ( Its SIMS music ? ^_^)
yup :p
I cannot figure out how to get a Create Event node with a "Signature" like the one you have at 0:36. How do you make that? All I get is a regular Create Event node with the object reference and an event delegate.
In case anyone else is having this issue I figured it out: You can only get the Create Event function with the Signature dropdown by clicking and dragging out from the Event node on the Bind Events to On Use Item function.
How can i hide this line trace i don't wanna see this red line trace when player play the game
Set debug type of the line trace back to none
@@BuvesaGameDevelopment thxx so much i fixed the issue
its not hitting in the middle?
it is shooting of to the side when you fire a a bit of a distance, say, 2+ meters
it works now I just forgo to have the add node in there. great tutorial!
Great! Glad you found it ;)