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Box selection of actors

I'm planing to create a small game where the player can select created units (actors) on the map through the cursor/finger. Actually exactly like in games like Age of Empire etc.

What I currently have is only the visual "box" in the user interface. I have no idea at the moment how I can now select all actors that are within this box. Any ideas?

Blueprint Selection

A function like 'Vector Between (actorVector, vector2, vector2` on a 2D map would already help a lot.

Product Version: Not Selected
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asked Mar 30 '14 at 09:20 PM in Blueprint Scripting

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marcjs
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Ok, I got it.

What I did:

1) Wrote a new c++ function at my GameMode class that tells me if a actor location is inside my selection box.

MyGameMode.h

 #pragma once
 
 #include "GameFramework/GameMode.h"
 #include "Core.h"
 #include "math.h"
 
 #include "MainGameMode.generated.h"
 
 /**
  * 
  */
 UCLASS()
 class AMainGameMode : public AGameMode
 {
     GENERATED_UCLASS_BODY()
 
 public:
 
     UFUNCTION(BlueprintCallable, Category = "Utilities")
     bool is2DVectorInRectangle(FVector2D Point, FVector2D RectangleStart, FVector2D RectangleEnd);
 
 };
 

MyGameMode.cpp

 #include "projectName.h"
 #include "MainGameMode.h"
 
 AMainGameMode::AMainGameMode(const class FPostConstructInitializeProperties& PCIP) : Super(PCIP)
 {
 }
 
 
 bool AMainGameMode::is2DVectorInRectangle(FVector2D Point, FVector2D RectangleStart, FVector2D RectangleEnd) {
     FVector2D min;
     FVector2D max;
 
     min.X = fminf(RectangleStart.X, RectangleEnd.X);
     min.Y = fminf(RectangleStart.Y, RectangleEnd.Y);
 
     max.X = fmaxf(RectangleStart.X, RectangleEnd.X);
     max.Y = fmaxf(RectangleStart.Y, RectangleEnd.Y);
 
     if (Point.X > min.X && Point.X < max.X) {
         if (Point.Y > min.Y && Point.Y < max.Y) {
             return true;
         }
     }
 
     return false;
 }

2) Create this blueprint:

In your HUD blueprint graph: box selection

3 additional methods to your HUD blueprint: HUD

In your controller blueprint graph: controller

Input settings: input settings

And that's how it looks like then: result

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answered Mar 31 '14 at 03:57 AM

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marcjs
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