Unreal Engine 5 EIS Tutorial: Chorded, Double Tap and Combo Actions

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  • Опубліковано 19 лис 2024

КОМЕНТАРІ • 13

  • @danielva1011
    @danielva1011 6 місяців тому +1

    Good to see progress on Starlight brigade

    • @Spacemarine658
      @Spacemarine658  6 місяців тому

      Thanks 🤗 I did a major overhaul on the systems now that I've got a learned a ton lol so development should get a lot faster now

  • @PirateDion
    @PirateDion 5 місяців тому

    Any tips on how to implement this with dodging with movement keys? Similar to Unreal Tournament movement.
    The problem I'm running into now is I can trigger double tap instances to initiate a dodge, but if I'm running forward (holding W) then double tapping A or D doesn't create a trigger event to complete or cancel on as I'm still engaged in the holding down W event.
    I'm thinking a way to solve this would be to create two axis of dodging where I could trigger left and right while moving forward or backwards and vice versa. But seems clunky.
    Any thoughts on the matter would be appreciated.
    I'll get back to tinkering after the gym :P.

    • @Spacemarine658
      @Spacemarine658  5 місяців тому +1

      Hmm it depends I'd say splitting it would help the case you have here and it wouldn't add too much complexity (I have all of my wasd on separate actions for accessibility support and for Niagara effects I run for my ship) if you didn't want to split it then you'd probably just have to make it clear to players that they can only dodge while standing still or in their direction of movement many games do it using either method but from my own experience the splitting seems to work better for more fluid movement personally I'd split it all up then no matter what players could roll any direction so if they are running backwards but want to roll forwards to dodge an attack but still keep moving backwards overall they can

    • @Spacemarine658
      @Spacemarine658  5 місяців тому

      @@PirateDion glad to hear it!

  • @taigabit
    @taigabit 5 місяців тому +1

    Hey there again, that video also helped. Now the question is, how do you change the chorded action at runtime? Have you found a way to do this yet? I have prepared a combobox for players to decide which modifer they use (ctrl, alt, shift) which is next to the actual key that it gets combined with. It seems undoable to change the chorded action aspect at runtime, or am I missing something :D?

    • @Spacemarine658
      @Spacemarine658  5 місяців тому +1

      There's a few different ways the easiest would be making the hold condition mappable like the other keys and it'll just show in the list it wouldn't work with the drop down but it would allow it to be changed.
      Another option would be the same as above except you'd create a check so as to not create a widget for that specific action and then in your dropdown you'd set it up with some options and then check the current set key and set that as the selected for the drop down and then when that drop down changes you then go and override your hold condition key just like you would the regular keys

    • @taigabit
      @taigabit 5 місяців тому +1

      @@Spacemarine658 Thank you for that input and your time invested, working on it now!

    • @Spacemarine658
      @Spacemarine658  5 місяців тому

      @@taigabit no problem feel free to ping me if you have trouble!

    • @taigabit
      @taigabit 5 місяців тому

      @@Spacemarine658 Alright, I have tried out the "analog" approach. So what you proposed as solution both requires me to add an input asset to each control/operation. Like for "IA_interactWithChest" i would need an "IA_InteractHold" asset that then is mappable and exclusively bonded to it.
      for another aspect in the game "IA_OpenSpellbook" I would need to have it's own Asset created too that I can then change with simple mapping and is bonded to the spellbook opening.
      It seems tedious if the controls are a lot, but it seems to work. I originally wanted to avoid this approach and hoped there is a way to access the triggers, since they are arrays, in blueprints and then adding the context for holding or "combo" this way into the trigger category of that given asset.
      I have tried to add information from a dummy input asset into the array of triggers but I face reference issues when doing so, while I know and feel this would probably the best approach and allow users to change the whole property at runtime. I haven't been able to access and change the array of triggers and modifiers of an input asset in blueprints sadly yet after days of research. Anyway. Just to clarify, your idea suggests making an asset as optional condition for each operation the player can perform, right?

    • @Spacemarine658
      @Spacemarine658  5 місяців тому

      @@taigabit yes and no I would make it as generic as possible and only use the conditionals for extra things so for example in my game:
      Interact handles a few different options based on what gameplay tags my player has for example if the play hits interact and they have the tag "InDockingRange" it tries to dock but if not then it checks for the tag "target locked" and so on all with a single key then I have the hold condition for when I want the player to hit the hold button and interact button so as an example for my radial menu you have to do caps lock and f and it opens that menu up.
      If you can you want to minimize how many keys the player is hitting so if it were me I'd have the interact key have the trigger hold so when cancelled (ie just a tap) the interact with cheat and open spell book could either first depending on if the player has the tag or not so one button two possible actions.