Unreal Engine 5 Tutorial - Tab Targeting Part 2: Target Cycling

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  • เผยแพร่เมื่อ 11 ม.ค. 2025

ความคิดเห็น • 20

  • @jmtokx
    @jmtokx 2 ปีที่แล้ว +5

    Did you ever continue your online multiplayer series? You mentioned making videos on hosting and connecting to hosts and stuff like that. Your original online multiplayer playlist was super good!

  • @kasperlarsson7598
    @kasperlarsson7598 10 หลายเดือนก่อน

    I guess the beset way to do this is by setting some priority to your targeting system. if a boss is in range it should start with the boss. Also if there are 10+ enemies you may not want to retarget all of them before you can return to the boss or an elite. A cycle back and forth would be nice with some arrow keys.

  • @TvCinemaCraft
    @TvCinemaCraft 7 หลายเดือนก่อน

    Clear, clean work, thank you

  • @ty_teynium
    @ty_teynium 11 หลายเดือนก่อน +1

    I have to press the assigned target key to cycle through. I'd like to try cycling using the directional buttons to navigate between the targets. Any suggestions?

  • @DerpyDingoDoggo
    @DerpyDingoDoggo ปีที่แล้ว

    your videos are a god send so helpful.

  • @psyco4452
    @psyco4452 ปีที่แล้ว +1

    i found an other variant of targeting, but this one running on the Pawn itself, i just make spawn actor : colision sphere plug in the editable range finder into and then you can simply add filters of wich kind of array targets you want + you can switch the targeting module actor into a filter added through any actor you add to your scene :D ( my case only characters and cars ). now the real question, can your be used into a pawn or only in Playercontroller, cause frankly for multiplayers purposes i don't want to stack too much stuff into the playercontroller and i don't want my players to target stuffs when out of a car. :) plus i didn't see is marker in range if not = destroy so i presume you target keep alive even out of the colision sphere ?
    For thoses who wants to add his cycling function on a custom one it does works, and for thoses who wants a destroy target marker on leave find range, just make : is the target variable still valid ? = falls = set current target to nothing.

  • @redcloud16
    @redcloud16 3 หลายเดือนก่อน

    What if you wanted to press ESC to clear your Target?

  • @l10nman3plays8
    @l10nman3plays8 ปีที่แล้ว +1

    So i noticed that UE 4.27 doesnt have "is empty". is there a workaround for this?

    • @ty_teynium
      @ty_teynium 11 หลายเดือนก่อน

      I had the same issue. I tried array length; and greater than 0 integer boolean. Just hook that up to branch. That should fix you up.

    • @ty_teynium
      @ty_teynium 11 หลายเดือนก่อน

      Sorry meant an equal to boolean and leave it at zero.

  • @andr0zzsenpai
    @andr0zzsenpai ปีที่แล้ว +1

    seems like there is no "Is empty" Unreal 4.27... looking for a workaround to this

    • @andr0zzsenpai
      @andr0zzsenpai ปีที่แล้ว +2

      I used: if the array "length" is equal to zero and use that boolean for the branch

  • @wowyummyyy
    @wowyummyyy 2 ปีที่แล้ว

    L I K E 👍👍👍👍👍 ❤🧡 💛 🧡❤ 😻😻😻😻😻

  • @ruellerz
    @ruellerz 2 ปีที่แล้ว

    Doh, third run through and it doesnt cycle through after targeting the last target

    • @ruellerz
      @ruellerz 2 ปีที่แล้ว +1

      Fresh Targets in Range "Is Empty?" always returns false.

    • @ruellerz
      @ruellerz 2 ปีที่แล้ว

      Resolved by removing my fix to not target myself. Alright now to figure out how to not target myself without breaking the cycling

    • @ruellerz
      @ruellerz 2 ปีที่แล้ว

      Meh, skipping that tshoot and going to keep chugging through i guess

    • @paulshelkov7956
      @paulshelkov7956 ปีที่แล้ว

      @@ruellerz You may want the types of actors your can target to be different than your player. In my case, I made a parent actor BP_Enemy, and all the targetable enemies as child blueprints of that. Then I select BP_Enemy in the 'Get Overlapped Actors' in the sphere.

    • @jonmill4414
      @jonmill4414 ปีที่แล้ว

      @@paulshelkov7956 You can't if it's a multiplayer project, you want to be able to target during pvp. So you have to send the logic "self" inside your targeting range and right after your for each loop, check self value == your array element if true, don't proceed