Unreal Engine 5 Tutorial - Tab Targeting Part 1: Targeting System

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  • เผยแพร่เมื่อ 24 ธ.ค. 2024

ความคิดเห็น • 30

  • @LittleJT123
    @LittleJT123 2 หลายเดือนก่อน +4

    I'd take your videos over GorkaGames any day of the week, all of his are like unfinished / half a job kind of videos....but yours are so good and explained so well, and they actually work ahah, really appreciate what you do, 100% subbing

  • @voltsm_
    @voltsm_ ปีที่แล้ว +2

    I was searching for tutorials on this, all with some meh implementation, but in moment I saw your intro I already knew I found what I needed!

  • @paulshelkov7956
    @paulshelkov7956 ปีที่แล้ว

    Thanks bud. The handful of people like you are really helping a wave of aspiring game devs like me big time! Hope the Patreon is going well.

  • @kolebka0412
    @kolebka0412 ปีที่แล้ว +3

    19:30 everytime you hit Tab Key, there are new actor loaded in outliner. Over time its start lagg. How to prevent that or how to make this working every tick?
    Thanks for tutorial ;)

    • @gamerboi_27
      @gamerboi_27 หลายเดือนก่อน

      Connect the return value of "SpawnActor Targetting Net" node to "Destroy Actor" node. I placed "Destroy Actor" after "Target Actor" in the player Event Graph blueprint. I'm leaving this comment just in case somebody else encounters this indefinite object spawn. You can still check the sphere radius if you turn off "hidden in game" and drag it into the world. And let's say you have a parent actor... To avoid targeting your player controller, just add a condition on BeginPlay. "IsPlayerControlled" -> Branch -> True -> Set Targetable (false). "Instance Editable" variables to customize all your NPCs or enemies.
      It 1000% works. I'm so happy. Now I'll go and continue being a game dev... Good luck and have fun fellow devs. :)

  • @aurumdev
    @aurumdev 5 หลายเดือนก่อน +1

    The Variable Array Targets In Range in TargettingNet value is none.
    I got confused and ended up adding something to the variable array, as soon as I deleted it it worked.

  • @paulshelkov7956
    @paulshelkov7956 ปีที่แล้ว +3

    Triple checked and I'm still getting "Accessed None trying to read property Current Target". It's just spawning arrows at 0,0,0 (even if I spawn my player elsewhere). I've tried with all types of actors.

    • @paulshelkov7956
      @paulshelkov7956 ปีที่แล้ว +1

      Ah. I didn't have 'Generate Overlap Events' enabled for my actor.

    • @MentalidadDelGanador
      @MentalidadDelGanador ปีที่แล้ว

      @@paulshelkov7956 having same issue... On wich actor do i need to enable that oon dummy?

    • @TabrissJustice
      @TabrissJustice 8 หลายเดือนก่อน

      @@MentalidadDelGanador Im now having this issue, no idea

  • @TvCinemaCraft
    @TvCinemaCraft 7 หลายเดือนก่อน +1

    best tutorial

  • @ZachTheExcitedViper
    @ZachTheExcitedViper ปีที่แล้ว +1

    No matter what I do, I cant get it to set a target, so I get an error and it spawns the arrow over 0,0,0 on my map. Any solutions to this? Ive done the tutorial twice so Im feeling dumb

    • @TabrissJustice
      @TabrissJustice 8 หลายเดือนก่อน

      fix?

    • @samuraizebra52
      @samuraizebra52 7 หลายเดือนก่อน

      I've experienced the exact same issue. My arrow spawns at the center point of the level, but i cant seem to get it on the target.
      > My target is a Character BP with collision settings which are set to overlap
      >The Interface is implemented on the BP correctly.
      >The arrow is visible and spawns on key press at 0,0,0
      I've triple checked all the functions and nodes to follow the logic, which all seem to be done correctly.
      I've tried changing the targetnet overlap filter between pawn ,actor and character.
      Target net actor transform is Moveable
      Added a minimum distance branch to GetClosestActor

  • @Tenchinu
    @Tenchinu ปีที่แล้ว

    worked perfectly! thnk you :)
    one question tho... why are you doing all the blueprints on the player controller and not in the character's BP? is there a reason to make it in the controller?

    • @Twonoc
      @Twonoc 10 หลายเดือนก่อน

      Little late on reply but probably in case he adds different blueprints for multiple classes/races I would assume

    • @Tenchinu
      @Tenchinu 10 หลายเดือนก่อน

      @@Twonoc yeah, took me a few months to understand that, whatever you put in the controller can then transfer to any BP that you connect through and INT. It helps when you gotta set meshes, im guessing. Still try to figure how to smooth it as to not to use the calls so much… cause using the controller instead of the BP confuses the hell out of me

  • @xarrassashenstar9834
    @xarrassashenstar9834 2 ปีที่แล้ว +1

    Love these tuts!..thanks for posting em ✌

  • @JamesH-kn6bl
    @JamesH-kn6bl ปีที่แล้ว +1

    Thank you, exactly what I was looking for 👍

  • @ruellerz
    @ruellerz 2 ปีที่แล้ว +2

    @19:40 And I can't target other Pawns in my game. Gah, rewind what'd i miss..

    • @ruellerz
      @ruellerz 2 ปีที่แล้ว +1

      So I discovered the arrow was super super tiny AND its finding myself as a target. Scale to 10. Fun, time to figure out how to exclude myself

    • @ruellerz
      @ruellerz 2 ปีที่แล้ว +1

      Added a > 500 Branch before the < Closest Distance in "Get closest Actor". Worked. I'll want to evolve this targeting with pulling the player state name and a HUD overlay. It's a start! thanks for the tutorial!

  • @longshotbeats327
    @longshotbeats327 ปีที่แล้ว

    What if I wanted I wanted to target multiple enemies? Would I widen the range of the sphere

    • @OccamsLazer
      @OccamsLazer 10 หลายเดือนก่อน +1

      In the PlayerController event graph, just change the logic to apply the targetter to all targets in range instead of closest. Increasing range of sphere will just increase the distance that you're able to target, it doesn't change how many you can target.

  • @TheSebledingue
    @TheSebledingue ปีที่แล้ว +1

    Thanks a lot

  • @vincentramirez6970
    @vincentramirez6970 ปีที่แล้ว

    Thank you so much!

  • @fitnessbeast115
    @fitnessbeast115 ปีที่แล้ว +2

    cant see any arrow on my dummy. (need help)

    • @OccamsLazer
      @OccamsLazer 10 หลายเดือนก่อน +1

      Make sure that "Hidden in Game" is unchecked

  • @Closetooreal
    @Closetooreal ปีที่แล้ว +1

    I have an error "AttachTo: '/Game/ThirdPerson/Maps/UEDPIE_0_ThirdPersonMap.ThirdPersonMap:PersistentLevel.TargetDummy_C_UAID_74563C661B58A4B301_1932287047.CollisionCylinder' is not static (in blueprint "TargetDummy"), cannot attach '/Game/ThirdPerson/Maps/UEDPIE_0_ThirdPersonMap.ThirdPersonMap:PersistentLevel.Targettter_C_3.DefaultSceneRoot' which is static to it. Aborting." Can someone explain me why this error occurs?

    • @Closetooreal
      @Closetooreal ปีที่แล้ว

      I just revealed that by myself - you need to change the targetter mobility to a movable(targetter->class defaults->transform->mobility)