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What is the easy way to allow the object moving not only in X and Z of players screen, but also forward and backward?
ОтветитьYour Tutorials are amazing man! WHy u stop!?
ОтветитьI know this is an old video, but I'll ask this anyway, first thank you so much for this detailed video, my Q is:
I have my camera set up from above view (think of it as a strategy like game), so I have a cube OBJECT or any object mesh for that matter, set to (Moveable) I don't want it to simulate physics, so whenver I drag the mouse into the cube, or let's say each time I click on the cube, it goes upwards one step, each time I click on it to drag it from place to place, it goes up by a margin per click, How can I stop it from doing that?
I doubt you would reply to such old comment, but if you did, Man I THANK YOU SOOO MUCH!
Does anyone know why the grabbed location is calculated by converting the mouse position to world space and adding the distance, instead of just taking the location from the hit result? Are those two different things?
Ответить3 yrs later and it still works flawlessly. Thank you!!
Ответитьit is not working
ОтветитьGreat Tutorial !!! how to you get rid of the Blueprint Runtime Error: "Accessed None trying to read property GrabbedComponent". Node: Branch Graph: EventGraph Function: Execute Ubergraph BP Camera Controller Blueprint: BP_CameraController
Ответитьamazing tutorial thank you!. I have a question, I want to further implement this in my project by enabling moving the objects in the X axis with the mouse wheel in and out in increments. but im having difficulties as the phys obj is moving back to the world location of the mouse. how can i interp that movement with out releasing the object or it snapping back to the mouse cursor location????
ОтветитьYOOOO. If you are in Unreal 5. you cannot move shapes that you drag into the scene, it will not work and this drove me crazy. INSTEAD make an empty actor, add a shape to it and drag that into your scene. I was able to move that with this tutorial. Good luck !
Ответитьno get mobility option. Y do not have this option to choose. Someone knows why ?
ОтветитьYou are a really skilled tutor. Thank You!
ОтветитьI'm trying to figure out how to simply move things around within the viewport :/
ОтветитьCan you use this in a fps controller as well?
ОтветитьIf your physic object is freezing and not moving you can use Wake Rigid Body (or Wake All Rigid Bodies, or Add impulse at location) node BEFORE actually moving object with mouse (on mouse click for instance)
ОтветитьGreat tutorial, but I stopped before you got into non-physics objects, and I'm having this issue that I can only pick something up when physics is turned off.
Ответитьthank you soo much for this. I have made the first 30 min and it's working amazing. Tomorrow I will do the second half.
ОтветитьThanks for this!
Everything works great for me but for one little thing. I'm making a card game, so I want the player to pick up and drag cards over a table. This almost works. One issue is that the dragged object maintains the "original distance" to the pawn. So instead of moving over a 2D plane, it moves on the surface of a sphere with radius of the distance. I want to constrain the movement to the 2D surface of the table. I think I either need to change the "Original Distance to Object" variable to a dynamic variable (so it gets more distant with AOA, that itself depending on the distance, keeping it on the 2D plane), or somehow just project the location onto a 2D plane directly, or something like that. Does anybody have an idea how best to do that?
It's really an amazing tutorial mate
ОтветитьIf you goto physicsHandle details, you can change Interpolation speed for harder to move objects. Again, thanks for the lesson.
ОтветитьI adapted this to first person mode, it turned out great. Similar to how Oblivion/Fallout do it. Can't thank you enough man! I'm gonna add phys objects damage players next, hopfully it will deter prop surfing.
ОтветитьHi, thanks for an interesting and useful lesson, I have a question. How to make the object remain non-physical, but at the same time not fall through the floor when moving it
Ответитьthank you so much and all of that is just free , wow man may ALLAH save you and give you every thing you want <3
Ответить1st mouse thing already, I'm like WHAT?!?!? Mindblown :)
I used branch just in case right away -.-'
this was a struggle but somehow, god knows how, i did it! its pretty much my first day using this program, but even without understanding pretty much anything, i made it work! thank you!
ОтветитьThe problem is that I am moving object around the camera, but I would like to move my object in 2 axis, like in Blender or other programms. Ofcourse relatively to the camera.
ОтветитьWhat happended? My comment was deleted?
ОтветитьIt seems not work properly on ue5.0.0, all aspects.
ОтветитьThank you very much, this was exactly what i was looking for! It works great in my project.
However i think i found a small mistake? You never set the SkeletalMesh bool back to false, so it stays true forever if you grab a skeletal mesh once. I was expecting this to throw an error if you try to grab a skeletal mesh and then a physics component like a cube with physics, because the SkeletalMesh would still be true. It works just fine though, and i think thats because Get Socket Transform just returns the transform of the component if the Bone cannot be found. I just cut out the entire thing checking for Skeletal Mesh and only use Get Socket Transform, it works fine!
Fuggin LEGEND
ОтветитьHow do I blacklist actors from being moved?
Ответить1 hour to do drag and drop....
ОтветитьSmashing this like button here man thank you very much for the blueprint!
Ответитьall im getting from any of the mouse position nodes is 0,0,0 or 0,0
Ответитьhey is there a way i can make the meshes that arent simulating phyisics not collide and also only allow movement on one axis
ОтветитьHello to you, what a wonderful tutorial. How can we perform an execption targeting a single Actor object and not all the physics objects in the scene? please can you help me <3
Ответитьhi does this work while you’re playing ? i’m using advanced locomotion system v4 so i can’t use the typical approach of line trace from camera, because there is no physical camera. i’m asking if you can drag stuff around while you’re in first person or third p erson instead of just spectator
ОтветитьThank you, bro. I'm making a game for my course conclusion and you really helped me.
ОтветитьThank you very much
Ответитьthanks a lot, espesually for explanations. I followed this tutorial in my UE, works perfect.
ОтветитьHow do we make sure that we can't move a certain "actor"?
ОтветитьThank you very much for this guide!
ОтветитьBest channel!!!! thanks a lot man
ОтветитьWhat a fantastic and useful tutorial, thank you very much for the insight and tips, it helps very much. Just a question, maybe that the combination of Convert Mouse Location To World Space and the Line Tracing by Channel does the same function as Get Hit Result Under Cursor by Channel function? Maybe I am mistaken, but it looks like the do pretty much the same. Thanks.
ОтветитьLove this. I'm getting some unpredictable results with touch on mobile, though. Any insight would be greatly appreciated.
ОтветитьThis looks sooo painful. Why not use c++ instead of all these tedious blueprints???
Ответитьlets go bois 30 mins in and were playing with physics :)
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