In order to do Vector x Float in UE5. Drag from a vector output and search for multiply and it gives you vector x vector. But if you plug in an output of any float to the bottom yellow input. It will automatically convert. Nowadays if I’m not using a variable and I need a temporary float value, I just use a “Make Literal Float” node, which is basically like a constant. If it is your first time into programming concepts, it is important to study the jargons, to properly understand what is being done.
I loved your content, thank you very much. I'm thinking about finishing this and continuing with Patreon... I have a question, would it be possible to use a gamepad and use the sticks to do what is currently done with the mouse cursor position?
Yes you can, but you look up for controller input tutorials. You’d have to create a variable that saves the thumb stick cursor position and when you press a button you can fire a line trace. There are many ways you can achieve the same setup, this is also the reason why it’s hard to teach UE Blueprints!
Sorry about that, I didn’t mention that I kept “Generate Missing Collisions” on as default when importing the mesh, which automatically creates a Simple Box Collision. Most people, didn’t have this problem, but if for some reason if was unchecked by default, please follow this person’s advise!
If you already imported the mesh, you have to double click on the asset in the Content Browser, and in three Static Mesh viewer, you click on the Collision dropdown menu and there is an option to “Add Simplified Box Collision”. Since your clicks are not responding, probably that’s because there’s no collision to block the line trace. If you want a deeper dive check the Epic Games docs: docs.unrealengine.com/5.0/en-US/setting-up-collisions-with-static-meshes-in-unreal-engine/
In order to do Vector x Float in UE5. Drag from a vector output and search for multiply and it gives you vector x vector. But if you plug in an output of any float to the bottom yellow input. It will automatically convert. Nowadays if I’m not using a variable and I need a temporary float value, I just use a “Make Literal Float” node, which is basically like a constant. If it is your first time into programming concepts, it is important to study the jargons, to properly understand what is being done.
You can also right click and convert the pin to a float
Oh sweet! I didn’t even know that, oh man that’ll save me loads of time now. Thanks 🙏
Amazing course, thank you!
I am also a Houdini artist, and now i am trying to study UE and that course is pretty awesome for me!
Love how easy this is to follow!
9:29 vector*float don't there
I loved your content, thank you very much. I'm thinking about finishing this and continuing with Patreon... I have a question, would it be possible to use a gamepad and use the sticks to do what is currently done with the mouse cursor position?
Yes you can, but you look up for controller input tutorials. You’d have to create a variable that saves the thumb stick cursor position and when you press a button you can fire a line trace. There are many ways you can achieve the same setup, this is also the reason why it’s hard to teach UE Blueprints!
Hi! Grat tut. Do you know how can i make work the 9.42 vector part? Thanks!!
If you are on UE5 create a multiply node than right click on the bottom pin 👉🏼 "Convert Pin..." > "Float"
If you doing now that tutorial , your mesh must have "collsion". i don't know this problem, and waste my time almost 30 minit .
Sorry about that, I didn’t mention that I kept “Generate Missing Collisions” on as default when importing the mesh, which automatically creates a Simple Box Collision. Most people, didn’t have this problem, but if for some reason if was unchecked by default, please follow this person’s advise!
@@YFJSR yeah. Great!
@yfjsr Hello great tuts. where do I find the "generate collision"? also my cube is moving sideways when I hit P...not up and down like yours.
If you already imported the mesh, you have to double click on the asset in the Content Browser, and in three Static Mesh viewer, you click on the Collision dropdown menu and there is an option to “Add Simplified Box Collision”. Since your clicks are not responding, probably that’s because there’s no collision to block the line trace. If you want a deeper dive check the Epic Games docs: docs.unrealengine.com/5.0/en-US/setting-up-collisions-with-static-meshes-in-unreal-engine/
@@YFJSR I connected the wrong make vector to x instead of z. my cube is now moving in the right direction 😄