Wow...worked really well. I'm working on adding a setting where you can select the camera (inside or outside). As always, thanks for all your tutorials!!!
I think with this code if you flip the car and get out you will be also flipped and walking on your head. Just like if you stop on some angle terrain - you will get out and be leaning in that angle. :D Because you get world location but the player model will keep the rotation of the possesed car.
@@TheosResearchDiary This use only actor location. Not rotation. Most of the code is the same but if you make few changes it will work just fine. Maybe the only thing you have to chage is instead of Set Actor Location use Set Actor Transform. It might work fine. If not - use small box collision next to the driver door (not the whole car - once car is flipped you could spawn under the map because this collision is so big) call it what you want - for example "Enter Car Collision". In the exit the car part of the code get this small box instead of skeletal mesh, get socket location out of it and instead of Set Actor Location use Set Actor Transform and the socket location use as a new transform location (yellow dot). The rest is the same. I used the code from "Seredias" channel because it is more advanced but he made the same mistake we fixed.
Could you make a part 2 where this works with multiplayer? There’s not many tutorials out there and they don’t use your methods of bp interface overlap.
Like your Tutorials man! would you like to make a swimming tutorial for ue5? There's nothing to find on yt like how you make and explane your tutorials! Keep up the great work!!
What if your car flips mid air or on the ground or in between a barrel roll, how do you keep the character upright? And the camera stable? With ragdoll maybe?
@@MattAspland Mixamo has the Race Driver actor and both enter/exit animations. To open/close the car it should enough cutting part of a door open/close animation. I'm sure you'll do it great!
Hey Brother idk if you are reading my comment , i want a little help its showing me Self Object Reference is not compactable with Pawn Object Reference
guide works perfectly just done it on the latest version of unreal. do have a issue though if i am accelerating and leave the car. the car just continues on forever its not stopping acceleration when i exit the car.
This is actually a lot cleaner then what I was doing bp wise. So the big question is if you have ai in the world spawning in after getting in the vehicle is there a way for the ai to recognize that the vehicle is the current player and begin chase or follow the vehicle? If its possible to make a tutorial on that, that specific topic is impossible to find but its what I been struggling with for the past month.
However you are making the ai target your player already, just set the vehicle as target, zombies listen for target change event, player or level/scene/world manager sends out target change event
I haven't played around with the car controls too much, however you may be able to just set the speed or acceleration to 0, or lerp it to 0 so it slows down quicker. I can add it to my list!
Hold brake until velocity == 0, put car in parking gear, turn ignition to off position, remove key, open door, get out of car, close car door, lock car door, explore.
What would the proper way of setting up multiple functions from the same input action key I'm using the open/close door function from one of your other tutorials and ,using this get in/out of vehicle function from the same interface, would I just have a sequence node to go through the code until it does what I want? I'm assuming this sequence node will work but wondering about a more optimized way of doing it! Your tutorials are awesome, thank you!
What are your computer specs?? I'm having a lot of trouble keeping my computer on. It keeps restarting itself. I have a 10 year old GPU so I'm thinking that's the issue. What PC specs do you have?
Hey Matt, great video. Q: I can hear my character's footsteps after entering the vehicle. Do you know a quick method to disable it? Using foot component in playerBP.
really interesting but i would ask a little "request if you also could make a version with animations, like in games like gta, where the character open the car and enter on it, i know it can be a lot painfull however i would really love to see a toturial, because i really hard see tutorials with animations, like how to enter in a car sit in a chair how to make a animated interaction with objects or the world or others characters like a npc talking with other, i know it must be a lot of trouble because it means use animations which probably you not gonna find free for all stuffs but some you can find free at last in mixamo then would be interesting see some tutorials about how to make things more "animated" and alive, lol, keep good work.
@@MattAspland Hello! Do you know how it works with the newer vehicle template the one with comes with 5.1? Coz i cant figure it out i can enter/exit the car but it wont drive. Any help would be nice.
Hey guys I am trying to implement this code for a space ship but when the character leaves the ship after flying, they are spawned at a random location. Any ideas why this is happening?
The problem was in the new way they came up with handling inputs, the default "Input Mapping Context" for the Third Person Template does not have any of the "Input Actions" from the "Vehicle" template referenced nor any of the necessary keys bound to them. This a pretty simple fix, I found it through a comment on a Gorka Games video, but it is not very easy to understand as someone starting out in the engine, unfortunately. Hope it helped, cheers.
Is there a way to set it up so that a player character UI continues to function even when switching to the car(mine turns off/turns black when I get in vehicle) or have specific part of widget appear when in vehicle?
Would a fade out effect look good for the car, so when you enter it, you don't see the character just vanish and one for when leaving the car, a fade out
I followed this and everything works great until I move my vehicle, then the exit location seems to become a random location, usually quite far 'while in' vehicle location. Anyone else having this issue?
Everything works until I exit the vehicle, the character falls through the ground, even if I position the temp skeleton high above it, it's as if the character collision is removed and falls through anything, any idea? Thank you.
7:24 I have an animation of opening the door, sits on the seat. The question is how to insert the animation of opening the door and the additive in the car
Solution: If you're using enhanced input actions, you need to make sure you're enabling the controls for the car. You can't have two enabled at once in your PlayerCharacterBP, so you have to enable the Car's enhanced controls elsewhere. If you've set up the controls for your player character, it shouldn't be too hard to figure this out.