Bro,a very big thanks to you,I was trying to add a motorcycle to my game but it was a mess,but now it's too easy,thnx again bro,every other video is just telling that world settings method but none of them told this,thnx again brother, Subbed👍👍👍
Thanks, this video was what helped me understand how to properly possess my pawn... I was wanting to directly control said pawn rather than get all actors of class...Im understanding it like "Get all actors of class" = Get pen/ and the / "index # "= The Purple one....Specifying exactly what type and which one exactly am I (the player controller) going to possess.
Thank you so much for using that ring on the cursor. Is that something that works outside of recording video? (Is it something I could utilize in everyday use of my PC?) I've tried a few cursor apps but they're all awful so far.
Wow finally got it working, you go way too fast in this lol. I had to watch dozens of times to figure out what I was doing wrong. I had set up the game controller the first way you did it instead of the second. Also, if anyone if having trouble finding "Possess" when linking from "Get", try deleting "Get" and replacing it, seems to have trouble working if maybe you selected actor class to something wrong or did something else wrong, it was mentioned in another video I watched that you should do this. Also, you could uncheck "Context Sensitive" to has it show, but you wouldn't be able to link it.
maybe it will make sense for everything to inherit from a single custom pawn class so if you wanted you could posses NPCs in the world, like old school NPC entity models
Awesome! This has been extremely insightful and useful, but I am running into one issue (and I know this video is 7 years old, lol): - It seems that upon possessing a new pawn, whatever blueprint "AI behavior" that was setup for a pawn (pre-possession) is correctly interrupted, but does not resume when possession is jumped back to the original pawn? In my case, I am not using an AI behavior tree for a companion AI. I am, instead, using a simple "AI move to" node within an NPC blueprint itself to have said friendly-NPC follow the player around. Any ideas for how to "resume" whatever NPC blueprint behavior was essentially happening before the possession, or at least "reset" it back to whatever behavior was successfully triggerable upon Event BeginPlay? Right now, the BP logic for an abandoned pawn breaks after possessing another pawn and the abandoned pawn "stays frozen" until possessed again, even in midair. I am somewhat familiar with AI behavior trees and perhaps that might be a better solution but I am unsure since I am essentially trying to "bounce" the controller between two pawns, any insight would be appreciated! At any rate, this was a great video, thank you~
Hey Kevin, Thanks for the tutorial it was very helpful. I was wondering, is there a way to stop my third person character (He keeps running) while I am possessing the other pawn. When I stop and possess there is no problem but when I am moving and I possess my character keeps running endlessly.
i know it's a rather late reply but if anybody else is wondering, put in a short delay before switching characters so the character can switch back to its idle animation. as it will just repeat the animation you left the character in after possessing the a new character/pawn. To make the gameplay a bit more fluid you could add in a UI element that covers the screen for a short delay that shows that you're switching your characters/pawns
I am wondering if it would be possible to posess a pawn and have that pawn have a game mode attached to it. This would allow you to switch game modes? Cant figure out the best way to switch between game modes during game play
Would ue5 be different? In UE5 when i get to the new player controller the Possess node will not let me connect "get" says Actor object reference is not compatible with pawn object reference?
hi there i'm trying to use your method but i do have a error when i compile everything the posses node which don't have any target (self) links is not plug to anything and anything seems to work
The other video i made talks about doing a GTA style pocession (like getting in a car) th-cam.com/video/mxqfne2Vais/w-d-xo.html . Hope this is what you were wanting :)
Just to add that whenever an action is not shown, make sure you have the context sensitive box (right click-upper right corner) unchecked, this is what will have probably caused the problem
How can I change between different characters / pawns when testing in the editor? What I mean is, that currently I can only start testing with character 1, even if character 2 is allready in the scene. But how can I change between those two in the editor?
I have a system where I spawn up to three additional characters. I have a setup involving an array and a for each loop where I press a button and I control another character but I can't switch to any more after that. It just stays on that one character. Any helpful hints? I've been using your tutorial as a source of reference for blueprint design. I can send pics of the blueprint I have set up to anyone willing to help.
So this is basically how they do it in GTA? Except that they have a 'get in the car' animation, and once that's done playing, you take over possession of the car, right?
I have been searching for hours for a simple way to switch back to the main character. Thank you so much.
Very simple, short, and to the point. Thank you.
Bro,a very big thanks to you,I was trying to add a motorcycle to my game but it was a mess,but now it's too easy,thnx again bro,every other video is just telling that world settings method but none of them told this,thnx again brother,
Subbed👍👍👍
this is helpful for those to add spectating to your multiplayer
I never imagined it would be this easy !!
thanks !!
Kevin Rushin you don't even know...... Thank you Kevin Rushin, thank you for creating this video.
That was very helpful! Short and right to the point :D
Thank you for sharing!
Fantastic Tip -> Many Many Thanks to this Video and Tip!!!!
Thats literally what I wanted so bad, I kinda needed this for my Fnaf fangame. Thanks for the tutorial :D Ill try it out soon
just as i like it, short and straight forward, thanks alot... still working like this in 4.24 -- just have to use get a copy ....
Thanks, this video was what helped me understand how to properly possess my pawn... I was wanting to directly control said pawn rather than get all actors of class...Im understanding it like "Get all actors of class" = Get pen/ and the / "index # "= The Purple one....Specifying exactly what type and which one exactly am I (the player controller) going to possess.
This was really helpful, great brief explanation. Thank you!
thank you so much I really needed this
Thank you so much for using that ring on the cursor. Is that something that works outside of recording video? (Is it something I could utilize in everyday use of my PC?) I've tried a few cursor apps but they're all awful so far.
Helped a lot! Many thanks 🙏
Wow finally got it working, you go way too fast in this lol. I had to watch dozens of times to figure out what I was doing wrong. I had set up the game controller the first way you did it instead of the second. Also, if anyone if having trouble finding "Possess" when linking from "Get", try deleting "Get" and replacing it, seems to have trouble working if maybe you selected actor class to something wrong or did something else wrong, it was mentioned in another video I watched that you should do this. Also, you could uncheck "Context Sensitive" to has it show, but you wouldn't be able to link it.
Thanks! That was really helpful!
How can I make a transition effect between switching?
maybe it will make sense for everything to inherit from a single custom pawn class so if you wanted you could posses NPCs in the world, like old school NPC entity models
Actually super helpful.
I appreciate the quick easy tutorial.
Now what do I want to do with my character 🤔
very simply explained
Awesome! This has been extremely insightful and useful, but I am running into one issue (and I know this video is 7 years old, lol):
- It seems that upon possessing a new pawn, whatever blueprint "AI behavior" that was setup for a pawn (pre-possession) is correctly interrupted, but does not resume when possession is jumped back to the original pawn?
In my case, I am not using an AI behavior tree for a companion AI. I am, instead, using a simple "AI move to" node within an NPC blueprint itself to have said friendly-NPC follow the player around.
Any ideas for how to "resume" whatever NPC blueprint behavior was essentially happening before the possession, or at least "reset" it back to whatever behavior was successfully triggerable upon Event BeginPlay? Right now, the BP logic for an abandoned pawn breaks after possessing another pawn and the abandoned pawn "stays frozen" until possessed again, even in midair.
I am somewhat familiar with AI behavior trees and perhaps that might be a better solution but I am unsure since I am essentially trying to "bounce" the controller between two pawns, any insight would be appreciated!
At any rate, this was a great video, thank you~
Hey Kevin, Thanks for the tutorial it was very helpful. I was wondering, is there a way to stop my third person character (He keeps running) while I am possessing the other pawn. When I stop and possess there is no problem but when I am moving and I possess my character keeps running endlessly.
you need to add the destroy actor
i know it's a rather late reply but if anybody else is wondering, put in a short delay before switching characters so the character can switch back to its idle animation. as it will just repeat the animation you left the character in after possessing the a new character/pawn.
To make the gameplay a bit more fluid you could add in a UI element that covers the screen for a short delay that shows that you're switching your characters/pawns
@@christianrichters7922 Alright, thanks for the reply.
I am wondering if it would be possible to posess a pawn and have that pawn have a game mode attached to it. This would allow you to switch game modes? Cant figure out the best way to switch between game modes during game play
very helpful video thank you that gived me nnice idea to create various players
Thank you. an error appears during compilation, the system asks you to connect GetPlayerController to Target for Possession
What was the point to make a new controller?
Do you have to do this?
Nice, nice, nice brother! TY
Thanx very much). This tutorial helped me
Works great, thanks!
How would you make it so the character can only possess the pawn when close enough?
if you have issues . dont for get to target player controler.
Thank u so much my friend
Would ue5 be different? In UE5 when i get to the new player controller the Possess node will not let me connect "get" says Actor object reference is not compatible with pawn object reference?
hi there i'm trying to use your method but i do have a error when i compile everything the posses node which don't have any target (self) links is not plug to anything and anything seems to work
You should use a Target as a controller
thank you very much
For me this doesn't work if they share different controlls.
Would this be the approach to having a system where you can take control of ai?
Good tutorial. quick question how do I do this only based on proximity? like using a beginoverlap but they would still have to press the key?
The other video i made talks about doing a GTA style pocession (like getting in a car) th-cam.com/video/mxqfne2Vais/w-d-xo.html . Hope this is what you were wanting :)
Thanks!
Has it been removed, because I don't see Possession action
If anyone has the same problem, you need to "get player controller" first, and then drag the "possess" node out!
Cheers Bruh!
Just to add that whenever an action is not shown, make sure you have the context sensitive box (right click-upper right corner) unchecked, this is what will have probably caused the problem
Funny to see you here Tecosaurus :) keep up the arrowverse project.
How can I change between different characters / pawns when testing in the editor? What I mean is, that currently I can only start testing with character 1, even if character 2 is allready in the scene. But how can I change between those two in the editor?
Can you do a c++ tut?
nice work !! How would I do to call a "character" but not a "paw"? tks man
Thank Very Useful~
I have a system where I spawn up to three additional characters. I have a setup involving an array and a for each loop where I press a button and I control another character but I can't switch to any more after that. It just stays on that one character. Any helpful hints? I've been using your tutorial as a source of reference for blueprint design. I can send pics of the blueprint I have set up to anyone willing to help.
Watch in x 1.5 - 1.75 speed lol
Im pressing the inputs, but nothing is happening? Can anyone help
I have a same result if have a solution please tell me ..
thank you
try change keyboard select for english , i tried and worked for me
So this is basically how they do it in GTA? Except that they have a 'get in the car' animation, and once that's done playing, you take over possession of the car, right?
GTA wasn't made in UE, but if you want to do that then yes, this is one way of doing it.
@@cassiohenrique6815 yeah I know that, GTA is made in RAGE Engine but I meant the concept is the same :)
I love you
T H A N K Y O U !
what if you want to possess a copy from that cube? The get node is 0 so you can't possess 1. How can you possess 0 or 1 or 2, etc?
just change 0 by 1 2 etc.
Mikael Borhzka i know that, so there is no way to get each one, only one of them the way you wrote. Thanks anyway.
tnx
hi ...thanx but how to make it in multiplayer possess many player and many cars
ok but why the cube doesn't move and how to make it move when possessed?
You would have to set up a movement script for the cube first. He didn't so that's why he switched it for the car for times sake :)
THHHHHHHHHANX