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It's related to allowing "Input Spline Points to Construction Script", checking box this breaks the closed loop, unchecking brings the loop back. Would you have any idea on how to allow closed loops while also enabling "Input Spline Points to Construction Script"? Thanks
Ta-Da! I got arround it by adding another node at the end of the construction script called "Set Closed Loop" and made an exposed bool variable called "Actually close loop"
How could this be used with existing splines in my scene? Basically, I have tons of curves in my scene imported from Blender which represent road lines and I would like to array decal road markings along them.
Thanks a lot my friend for this great series. This episode especially was the most helpful one since I struggled to wrap my head around how to fix the rotation anomaly while climbing which was as you mentioned the result of the inherited root bone from Mixamo (sorted via transorming the bone). I hope you are doing well and your game is nearing its release ;)
For anyone who missed how he groups the variables under "Decal Setup", you create a new category by selecting one of the variables and typing in the new category name in the details. The category will now show up in the list and you can drag the rest of the variables into it.
I have imported a fbx model as a road and would like it to snap to my road. With your Blueprint It works when applied on a landscape but doesn't snap to a mesh. How can I change this? Thanks
great video! Could you help me with something? How to use this same logic to work wir translating the text for other countries? I've been looking for this for years to finish a final test of a game I have...
Hello there, thanks for great tutorial. I have followed your instruction in Unreal5, everything works and the actor snaps to surface very good except one thing. The bezier curve does not show in view port at all. It seems like your editor shows the curve without any special treatment but my 5.3 engine does not show curves, it shows actors/points only. Which option should be turned on to make it visible in editor window? Do you have any guess please? I wanna make it visible so that I can draw necessary lines while seeing it like I do the same operation in landscape mode with splines.. Thanks.
Never mind, I found the reason. The opposite end point was too small to catch, so I couldn't notice it and didn't drag it. Now I added a scaler to the node at the end and it is very visible, easier to manipulate the end point and curve between points are appearing no problem. I am on to your next course, decal!!!
I'm using UE5.1 and I'm a beginner. I have followed the step by step that you have given. And I have the Quick Binding solution so that the program runs and it works. But there is a little bug at the end where after the last sentence or text. The subtitles don't disappear. Maybe I missed something or logic that I don't know. Btw I really like the way you teach. Thank you very much I hope you respond to me.🙏
I know this is an old video, but really like how you are helping me understand. Unfortunently I cant get the string to type Climbing on. I guess it is a colission problem with the character and the hitbox. saw so many settings... What could be the problem?
Thank you for the amazing tutorial. That's the easiest way to make a dialogue while I don't have a proper system. But maybe you can help me with a small thing. I wanna add a border so it looks like a dialog box, but i can't hide it like you've hidden text. What blueprint to use for that? Thanks!
Hello, great video, but here the New rotation x (Roll) makes my decals face the same or random directions, not following the spline path like yours. What it may be?
Hey I just learned something from you :-) Is there also a way to snap the decals to each other so you are able to build curved road decals without disconnected edges?
This series was really great and helped me a lot, works in UE5 as well. Compared to other ladder tutorials this is much more usable and actually works, even though i needed to fiddle with some stuff, but i guess that was mostly because of my own project having different components. Also some differences in UE5, the timeline length for example can't be set below 1s for whatever reason, but adjusting the playrate works around that just fine. Would be highly interested in the continuation of the series with the jumping you mentioned and how you handle entering the ladder from the opposite side on the top ;) It's already great tho, thanks a lot and good luck with your own game "Into The Maze"!
Yes of course. You can get the length of the ladder and divide by length you would like between the rungs. This will give you the rung amounts. You can then substitute the code from the Construction Script to an event the happens in Runtime. First you will have to destroy the created ladder and recreate the new one.
Hey, I loved the tutorial! I'm using this setup for wagon wheel tracks, and if I rotate them slightly they will bend the whole spline as the pivot seems to be in the center, and not match at the joints between each mesh. Any idea on how to counter this?
@@badanos The spline points are fine, but it seems like if I move a spline point to X or Y, the segment rotates on the middle (drawing wheel paths with this) - if I drop the decal into the level the pivot point is in the center of the decal actor, should it be at the end of each decal component? I think I just gotta go thrpugh the tutorial once more, thanks! 🙏