Had to end trace from my player controller-controlled rotation and start at actor location and tweak it to match my camera boom offset settings. And it works perfect for my third person RPG in which I needed to be wherever you are facing with the controller to interact. If anyone is trying to make a similar trace style. Hope this helps. Learned a lot from your series. Thanks mate.
Hi! I'm trying to follow along step by step but I cannot connect the CurrentHitActor to the InteractHoldTime like you show at 5:50, even when dragging from the actor. Any idea what I could've missed? EDIT: I missed that I needed to select the option with 'message', my mistake.
hi and huge respects for your work..i need some help here though at around 18:15 where you test if the dialogue pops up again for me it doesnt do anything now..i press e i hold down e nothing happens..the trace does happen but the input doesnt seem to work now..any suggestions? thnx in advance mate
So I have the traces being placed directly under my first person camera vertically. Do you know how I could make them trace out from the camera? I figured it out. I didn't divide the Y by 2 after getting the viewport size 🤦♂
hm, I run into problems with the radial. My Hol Durations and Timer is 0 on UIManager. Within the Interact Scripts I can print the values correct but when I access the Interaction Component in UI Manager the variables are 0. Any Idea? I also Printed the Actor and the actors are the same.... Update if I Remove the Set the Current Hold Duration after Interact it works
Hi! I know a similar question has been asked before but I still couldn't quite get this to work. I'm also using the TopDown template and have issues with the line trace. As someone else pointed out it seems to be projecting from the rear of the player character, but in my case it also seems to be located way above the player character, so it doesnt even collide with the NPC or other interactable objects. When I adjust the camera so its lower it fixes the issue, but I would like to leave the camera as is. Is there any way I could adjust "the height" without moving the camera? I apologize if its a stupid question, I'm still very new to unreal. Thank you for the great tutorials, by the way!
Any reason why the new interact system would cause multiple dialogue widget to open? When I click on one of my response options, it progresses the dialogue and reveals a second version of the first dialogue index that becomes stuck on screen.
Im new here and really enjoy your content!I worked my way from pt.1 half way to part 2 and I do not have any NPC or other presets that you used in the tutorial? Thats why I have no idea how to implement the line tracing without those "extras". Or would I just need to watch further? Thanks!
The interact events used inside the NPC can be setup in the same way in other actors but instead of triggering a conversation, can trigger something else such as a door opening. :)
Thanks for the quick answer! Another question popped up tough, and that is that you removed some code from your dialouge system in the ThirdPersonCharacterBP, the only thing I could clearly see was that there was an Interaction Input, which I also have, but I cant make out anything else. Could you explain to me how to start the line tracing(by any event really)? Cuz it doesnt work for me with only the inputevent(all my hold values are also on zero so it should fire per tick when I trigger my event right)? Thanks!@@mpattym So the main problem is that I cant get the TraceRays to "fire".
@@soulbros8431 the only thing that would be in the 3rd person character is your interact input (using enhanced inputs) which then calls the interact function inside the interaction actor component. Everything else should be handled inside the interaction component itself (not including what interactables actually do). As part of the system I do show how you can setup the system to call on tick or at an interval. It might be worth going over this section again.
Thank you very much for your advice, @@mpattym! That helped me implement and change the code accordingly to my needs(The problem was some code with the line tracing not being started correctly) . I will definetly follow the rest of your series and will stay hyped for further tutorials!
Thank you for this, I have struggled to find a good well explained tutorial on interactions. I am having issues with adding the outline. I think I have followed everything and I have the material (followed the blog). When I apply it to a door or something I want interacting, the door does not outline as yours did in [20:19]. I ensured the DepthPass was ticked on the SM of the door and also the door frame. I set the stencil to 1 like you did, but also tried 252 which I believe is mentioned in the blog. Is there anything missing?
@@mpattym I have that enabled. I will re-watch to make sure I haven't missed anything, a variable or AC config. I have not done the previous Dialogue system etc, but this was the first series of tutorials I have followed, so there could be something missing that was carried over maybe?
@@ukagilly8463 I only cover the outline in the interaction system. Check to make sure the meshes you use have the interact channel set to block on the collision settings. Also make sure the mesh itself has collision setup on it.
@@mpattym Thank you for this, I do have the interact channel and it is set to Block, In terms of the mesh, I am using the Starter content SM_Door which is a child of the SM_Door_Frame. I have added a Box Collision to the Door itself. In terms of the collision setup on the mesh, I have set the collision presets to Custom as you had instructed and set interact to block with Collisions Enabled and ObjectType set to PhysicsBody. RenderCustomDepth is enabled with the custom depth stencil value currently set at 1. everything else is set as default
Hi, thank you so much for these tutorials. I have a slight issue. Everything seems to work so far (mostly) but it seems I have to hit the interact button twice for it to register? any ideas?
Hi, thanks for replying. It might have been the code in the interactable I made to test (a simple open/close door) i have it set like event interact > do once > flipflop > timeline > relative rotation for the Z and sent it back to reset the do once and it wouldnt register every interact however once i put a delay in of .7 at the end and reset the do once off that (how long the timeline takes) and it seems to register every time now.
Setting it up for multiplayer would require a few tweaks to make sure the relevant bits are running client side and server side. Off the top of my head, I would make run server side but for things like the interact prompt and outline, have that call a RPC that owning client only so it only creates the widget and updates the outline for the owner of the component.
9:34 I call function Interact from BPI_Interact and i cant plug my current hit actor into target.. target ends up being BPI_Interact Interface. Not sure how to resolve this without breaking the BP.
What would I need to do differently to get the line trace to function correctly when using the BP_TopDown_Character template? Following the 3rd person steps in your video doesn't give me the same result unfortunately, thank you!
@@MrJimmySnuff I would double check the get trace locations function. This should be tracing from the center of the screen into the world. If you want it to be based on where you click, you can project your cursor location into world space and then trace to the location under the cursor.
@@mpattym So I ended up rebuilding from scratch with the third person template to get it to work. One thing I am wondering, I have a fixed camera ie no player camera control and you need to be very accurate with looking at the NPC to get the interact to appear, is there an easy solution to making the trace wider so that that the player can just look in the general direction of the NPC?
@@MrJimmySnuff one option is after your line trace do a multi sphere trace with the origin at the hit location (or trace end of nothing is hit). You would however need to then sort through multiple hits to find the closest to the sphere origin. (Assuming more than one was found)
I'm not sure what you mean. The event output (Input on the interface) is of type actor and is stored in the interact instigator which is also of type actor.
@@justaadhdgamerwesley6244 the interaction instigator should be of type actor. This var can store a reference to a pawn in it as pawn's parent class is actor.
Make sure the input action that calls the interact event does so on 'Started' and not 'Triggered'. Triggered can get called every tick whilst the key is down.
IA_Interact is an enhanced input action. This is the newer input system that was pushed with 5.1 and above. The old input system (in the project settings) is depreciated. If you're not sure how to use enhanced inputs, it might be worth checking the documentation on them. I believe I created the input action in part 1 of my dialogue tutorial but you might benefit for watching a tutorial specific to enhanced inputs if the documentation epic provided isn't enough. :)
I´ve been following your channel for a while now and i like your content, I have a weird question, The material that you used for the outline could it be this one ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-9KvUfnrHcqM.html ? (Sorry i have some atention issues and it is really hard to focus at times lmao)