How would I make a structure that can't be damaged but yet when triggered ,or in my case when they get into a SuV , blow up the garage door or wall so the player can drive out ? I need it to be so that it's indestructible at first but then since your stuck you do what the screen tells you and get in the car then door blows up or disappears so you can leave now
Thanks for the tutorial! I got it to work but the X-Ray effect disappear if I use a translucent material on the mesh that is inside the blueprint. Do you know how I can fix that?
The reason you get the any distance on the spawned actors is because you can select it in the Take Recorder and specify a distance if you want. By default it's infinite.
im not kidding, i always somehow end up finding my solutions in your tutorials, this stuff is so important, it may seem small but it's really important that we understand what these small settings do, so thank you for sharing, i love what you do, your channel is a joy for all of us devs
OMG - never knew about that!! I'm ALWAYS accidentally clicking on scene actors when I'm trying to tweak a transform on a specific actor and inspecting at it from different angles. THANK YOU!!!!!
Again, one of your videos saved my day. I found out that setting up the camera became even easier if you don't preview the "final render" next to the VPR button, you can choose from the drop down the "tangent normal". Have a great day.
Good overview. You set the exposure manually, but didn't mention how you determined it. Can the camera itself read the light and determine what manual settings to use? Since it has a full-auto it must have metering capability, but my question is can you use it to read the light manually? (Not have to carry a meter.)
Clear and concise, thank you! To get the Shear effect there is also "Skew" under Font in the widget Text Block settings :) my text is not casting a shadow, Alpha is set to 1.0, can't find "Cast Shadow" setting in the Widget BP, the Widget component or the Level Details panel, am I missing something?
thank you for tutorial. It counts numbers but when spawning an actor of array then it stucks in "1" the array's GET node Integer.(which i made plus+1 not +5), Weird, I think suppose to change number of GET node is to adress number of item in Array List.
Been trying to figure out how to change the Viewport FOV - can't find any docs or videos on it though. Working on creating my own EUW to help streamline my cinematic workflow, but been stuck on this FOV issue for weeks. Any thoughts?
@@hawaiifilmschool - Thanks for the demo. I'll bookmark this as an alternative option. The reason I needed access to the viewport FOV is because I want to use my EUW to control the Cinecam's in my scene, and sometimes when I UNPILOT them to return to the viewport, the viewport FOV value changes (maybe a UE bug?), so I wanted to reset it back to it's default value. Thanks man!!
Very useful knowing your way around Editor Utilities. I built a level bookmarks tool for my team using pretty much the same methods you just showed. It's a shame Epic has done such a poor job of documenting this stuff. Nice one for sharing :)
Thanks so much. I didn't use the placed actor trick, but the event dispatcher worked just fine between two widgets! Also I didn't know that a dispatcher could pass the data directly and this helped a lot (got rid of a couple of functions).
I am just learning this stuff myself and I feel the same, overwhelmed with the terminology and all that. So I really appreciate this style of exploration/tutorial. One thing I disagree with though: a Pawn can totally have movement. It just doesn't have many pre-implemented movement functions for that like Character does. But you can implement it yourself through Transformation nodes and/or Physics nodes like Torque, Force etc.
This wasn't quite the information I was looking for. However, there are many ways to get an object reference that doesn't require a hard reference, which will force load that object with your player character whether that blueprint is in a level or not. The hard reference will also run into problems--which class object do you want if there are multiple instantiations of the class? Get Actor of Class will return the first one it runs into, which will work if there's just one object of the class in the level, but not when there're multiple objects. You could use the Get All Actors of Class node, get all instances, find the one closest in the array, but there are implementations that can vastly simplify the same thing. For instance, consider using collision events (or something similar like a ray cast) instead, which has built into it a pin to return a specific object reference.