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How to blueprint resident evil hd remaster style controls?

Hello I have asked this question elsewhere and no one will respond. I don't know what to do. I have fixed cameras in my level much like resident evil and when I enter the trigger the camera changes (Which I want to happen) and so does the players direction orientation This is annoying because for the controls to make sense they need to be based on the position the camera is facing, THE PROBLEM IS if I am leaving a camera trigger for a camera that is behind my characters back the controls are fine. If the camera is to the side of the character or in front the character changes direction. I can't have the players movement on a linear Axes because the when I hit a camera that is in front of the play the controls feel backward unnatural. I am begging for the love of god can someone please help me!! :'(

P.s. If someone needs a video example of what I'm trying to accomplish I'll find one and post it.

Product Version: UE 4.10
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asked Jan 12 '16 at 06:17 AM in Blueprint Scripting

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bathorysthroat
17 4 6 11

avatar image Ryan Darcey Jan 12 '16 at 05:56 PM

Can you post a screenshot of the Blueprint handling for your input?

avatar image bathorysthroat Jan 12 '16 at 07:11 PM

alt text

This is a shot of my fixed camera as for the player movement I'm just using the third person template. I don't understand where I should use SetContolRotation, if it should go in my players movement BP or the BP for the cameras?

myfixedcamera.jpg (453.7 kB)
avatar image Ryan Darcey Jan 12 '16 at 07:19 PM

Sorry...I need to see how you're actually handling the character move and look input events, not triggering the camera changes.

avatar image bathorysthroat Jan 12 '16 at 08:21 PM

alt text That? It's just the standard thirdperson

movment.jpg (122.6 kB)
avatar image Ryan Darcey Jan 12 '16 at 08:27 PM

Yeah, that. The problem is you're using the player's forward and right vector. I assume you want the camera's forward & right vector?

avatar image bathorysthroat Jan 12 '16 at 08:29 PM

I think so I really don't know what I'm doing here

avatar image bathorysthroat Jan 12 '16 at 08:32 PM

Ok I did that but not if I exit a camera back and enter a new camera that is in front of my characters body (Facing his front), my controls become reversed and he turns around.

avatar image Ryan Darcey Jan 12 '16 at 08:39 PM

Without knowing exactly what sort of input system you're going for here, hopefully you can troubleshoot the rest on your own. Those vectors passed into the AddMovementInput function are going to define which direction the player moves on any given frame. You just gotta make sure they're set properly.

avatar image bathorysthroat Jan 12 '16 at 09:34 PM

Here's a video want to accomplish (the parts where the camera is fixed). When the player enters a new camera angle the forward direction continues. What I want to happen is for the players direction to only reorient to the rotation of the new camera once I let go to the direction controls.

https://www.youtube.com/watch?v=X98lnbJPKkg

I realize this was made in UDK but I don't see why it can't be done in UE4

avatar image Ryan Darcey Jan 12 '16 at 11:38 PM

You'll have to add some logic where switching to a new camera updates the forward/right vectors only when the player stops giving movement input.

avatar image bathorysthroat Jan 14 '16 at 12:42 AM

I deiced to change project settings input so that the character would rotate with left and right direction and only be able to move forward and backward (like old resident evil tank controls). This way the cameras are viewed at the set angles without changing the direction of the controls. If there's a better way I honestly can't figure it out. Thank you for your insight and advice.

avatar image Ryan Darcey Jan 14 '16 at 12:44 AM

np! glad you found something that works for you.

avatar image KITATUS Jan 14 '16 at 02:19 AM

I'll work on an example project for you, Hang tight :) Edit: Done, Just uploading for you!

avatar image bathorysthroat Jan 14 '16 at 04:57 AM

Wow really!? that's amazing dude!

avatar image KITATUS Jan 14 '16 at 05:20 AM
avatar image bathorysthroat Jan 14 '16 at 11:43 PM

Thanks so much this is great! I can't believe you did all this. But there's a bit of a problem there is a deadzone when the character turns around while standing in between the camera triggers the cameras will not swap and the player will walk off screen when moved. I know in unity I could use OnTriggerStay but there's nothing like that in UE4. Is there anyway to check if the character is inside the Trigger and not just overlapping it?

avatar image KITATUS Jan 15 '16 at 01:34 AM

Yeah sure, There's plenty you can do. You can "Set Timer", Set a Bool and check on tick or just keep firing the Set View Target if need be :) Or you can crack open the Blueprint and change the size of the triggers :)

avatar image bathorysthroat Jan 15 '16 at 04:50 AM

how would I keep firing the Set View Target and what do you mean by "crack open the Blueprint and change the size of the triggers"?

avatar image bathorysthroat Mar 30 '16 at 10:47 AM

Hey man I don't understand I've been trying for almost a year, I need the trigger to register whether or not the player is inside the trigger NOT if the player has overlapped. Can you please help me!???

avatar image bathorysthroat Sep 25 '16 at 01:07 PM

Hi my original method doesn't really work. :( could you show me how to add logic when switching to a new camera updates the forward/right vectors when the player stops its movement?

avatar image Joure Jan 22 '17 at 04:42 PM

You'll have to add some logic where switching to a new camera updates the forward/right vectors only when the player stops giving movement input

I know this is an old post, but this is exactly what I'm trying to figure out for my system.

Could you maybe be so kind and elaborate on how this could be achieved?

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You'll want to use Set Control Rotation (Play around with it with your static cameras or connect to the camera's rotation):

Documentation: https://docs.unrealengine.com/latest/INT/BlueprintAPI/Pawn/SetControlRotation/index.html

When you change camera angle, Get the Player Controller and set it's Control Rotation accordingly.

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answered Jan 12 '16 at 07:04 AM

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KITATUS
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avatar image bathorysthroat Jan 12 '16 at 09:07 AM

Thank you, this seems helpful but I am very new to this. Do I hook my MoveRight input into Set Control Rotation? I'm sorry. I'm trying my best to learn.

avatar image KITATUS Jan 14 '16 at 05:21 AM

I made an example project for you and added it as a comment to the other person's answer as not to steal their thunder :P

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