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
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 ;)
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. :)
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.
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.
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
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
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 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
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!
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.
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?
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
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!
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.
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 ;)
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. :)
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.
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.
Ah. I didn't have 'Generate Overlap Events' enabled for my actor.
@@paulshelkov7956 having same issue... On wich actor do i need to enable that oon dummy?
@@MentalidadDelGanador Im now having this issue, no idea
best tutorial
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
fix?
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
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?
Little late on reply but probably in case he adds different blueprints for multiple classes/races I would assume
@@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
Love these tuts!..thanks for posting em ✌
Thank you, exactly what I was looking for 👍
@19:40 And I can't target other Pawns in my game. Gah, rewind what'd i miss..
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
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!
What if I wanted I wanted to target multiple enemies? Would I widen the range of the sphere
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.
Thanks a lot
Thank you so much!
cant see any arrow on my dummy. (need help)
Make sure that "Hidden in Game" is unchecked
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?
I just revealed that by myself - you need to change the targetter mobility to a movable(targetter->class defaults->transform->mobility)