To the Crosshair stay perfectly in the center: 1 - Put the Anchor in the center 2 - Clean the Position X and Y box. 3 - Put 0,5 and 0,5 in the Alignment Now your crosshair is perfect!
Easier route than doing an interface is to just add a new trace channel for interactables then set it on the collision channels (do set the line trace to look based on trace channel)
Also removing parent and adding back to viewport every time its used isn't smart to do, just set the visibility. for hiding set it to collapsed then nothing is getting rendered/not being ran behind the scenes.
Great video, thanks for sharing ! Can you make a tutorial about flashing outline material while hovering over an object for interaction ? Any suggestion or quick video tutorial on your free time would be amazing, thanks in advance 😌
thank you.. it works perfectly.. i have a question, how to limit/expand the interaction distance.. and how to click the object and interact to floating menu only when the dot appeared..
The first branch off of the line trace seems redundant, and can be removed without affecting functionality. I think it's generally best practice not to create more if statements than are absolutely required to achieve a task. Overall the practice is a little messy but the content was good, very useful information to have.
Hello there ! Thank you for this great video ! Will there be a follow up video to the Footsteps one ? With different materials (woods, concrete, etc) ? Thank you so much for all your work ! All the best !
Hi! Nice tutorial, is there any way we can get a version of this but instead with a half transparent dot that's always on screen and that turns to max opacity when pointing at an object? Thank you :)
Mine wasn't working either, but in my case it was the collision. So, if it's the collision, either add simple collision to the mesh itself, or add a collision box in the blueprint actor and change the collision presets to blockAll.
Hi, I started a new project and began with camera lag and this interaction system. I followed the tutorial, even checked again if the blueprints a the same but it still didn't work. For the door equivalent I created a blueprint class > actor > created a sphere > set the class > still didn't work sorry for the non specific explanation, but these are the only things I did (Unreal 5.2.1)
@@EREMENTALSTUDIOS Yes, I even used the "use selected in browser" thing. Another thing that I found is that the dot appears when my collider is touching the back side of the object (and doesn't disappear) Tried deleting the spring arm and using only the camera (didn't work)
I had some trouble with the dot not disappearing at times, In BP_FirstPersonCharacter, Is your InteractDot variable set to VariableType InteractDot in the details panel?@@MlynarCZ
It doesn't work for me. For the first look it works but then after i look away and look back the crosshair is not showing but it shows the fade out animation when i look away again.
It works again after i look away and look back at it a couple of times but it works only a single time and then again only fade out animation is visible
when i try to get event tick, it brings me to the headbob tick node that i followed other tutorial, what do i do? also your vids are super super helpful tyyyyy
Please I am really needs your help. If you making this tutorial I will so grateful for you and supported you! Please.. You can make a tutorial about a character from the ground picking up some weapons and using them. Different weapons sword, pistol and axe. And each weapon will have its own animation without the inventory system, but each weapon will be activated with buttons. For example the Q button of the gun and the R button of the ax and the T button of the Hammer to attack. Like in Bloodborne, dmc and dark souls