Pretty sure he has a tutorial on floating text over items. I would imagine you can combine the two. Just have the floating tutorial give the prompt and have the collision in the background doing the work
Thank you for this great tutorial, exactly what I was looking for! What if the player has personalised the key to interact? Is it possible to to have something like "Press '[Chosen key]' to interact"?
Hey @MattAspland. Can you make a tutorial video showing us a method to create a door that can be unlocked/or locked without a key, like it can be switched between unlockable and lockable? To make it simple, a door that can be opened with a basic input but if we pressed shift and the same input key, the door locks and can be unlocked again if we pressed the same keys. I found a similar video that covers this, but the blueprints are a bit complicated to absorb, and I would appreciate it if you make a video about this. 😊
These tutorials are very helpful but I was wondering if you could make a tutorial on how to make a jumpscare when you pick up something like a key or flashlight like in horror games. Thanks!
Any idea why the widget also shows when the player is close to the door lets say 2 feet away but not inside the tigger it worked fine still i did some changes to the level this started to happen
Before you make your own game. Make sure you document your own game. Trust me on this. I forgot to jot down, make scrap paper, etc. I was like oh man. I wish I could documented everything. Remember very old code UE blueprint don't work on new UE game engine
What would be the best way to use this blueprint, repeatedly for various prompts? For instance, if one prompt says "press E to interact" but another prompt says "You can't enter here"; how could I use the one blueprint to call from various UI messages? Currently, I duplicated both the blueprint and the UI element, and changed them both to have two prompts in a scene, but surely there is a way to do this without having to have a separate blueprint for every prompt collider on the map? Thank I'm new to Unreal so these videos are really helpful!
hey, i have this E interaction but i also have to play an animation, and my character after doing so can stop the animation but it cannot see my state animations from the normal inputs that i have (walk, run etc). So basically i have "play animation" that conflicts with "state machine animations", it cannot load them anymore and i move in idle animation after finishing the interaction. What should i do?
so im trying to make it so when i press E on a CodeLock a UI widget would pop up, i have the interact come up like in the video but not sure how to make it so when i press E the Widget comes up, any ideas on how i can do this?
Hello! I have 3 blueprints of pawns in my UE5 project. I want that when the player presses the button, the game continues from the same place, but with a different character. I have been looking for tutorials on how to do this for a long time, but all the videos are too old and they don’t tell me what I need at all. Could you make a tutorial on how to do it? Thank you in advance! P.S. Sorry for my bad english)
Go with Unreal Engine 5. Better to start learning directly with all the functions and updates, than to start with UE4, then jump to UE5 and learn the updated stuff ( it's double the effort like that ) . Good luck with your journey and stick to this Channel, there is literally everything you need to start making games.
hey Matt ...nice simple and well explained video straight to point .....what if i want to say press E to open door but if the door is opened i dont want the message anymore?
Unfortunately it didn't work for me. I have set box collision on my third person character and on the object I want to interact with, I followed your example precisely, but when I test it out and walk on a objects box collision it doesn't show me the text. Nothing happens.
Ok I found what was wrong for me, my player character wasn't in "auto possess player" it was disabled so when I went to it, I wasn't considered as the player but as something that doesn't have the right to open the door like an npc. To fix this, I had to open the blueprint of my character, then in the detail panel on the right I selected "player 0" for "auto possess player", I compiled, saved, pressed play and it worked just fine
hi, i want to make an ai that doesn't have good eyesight but great hearing senses, preferably in ue4 version 4.27, is it possible you could make a tutorial on how to do this?
pretty bad exemple to follow, if it s for something else than play around wrong place to create HUD widget, wrong way to use show interract widget, ( i would appear on all client on a repplicated one) not the most friendly way to detect when you can interract, a beam of 500 lenght i the direction you camera is pointed seem far more logical then using overlap a zone to enable interract. anchor element in UI in center of screen for 'pop up types'