Interaction System - Trigger Event In Actor (replicated) - Unreal Engine 5 Tutorial [UE5] #4
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- เผยแพร่เมื่อ 19 มิ.ย. 2024
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00:00 Intro
00:20 Tutorial
09:14 Result & Outro
#ue5 #unrealengine #niceshadow
thanks!!!
I have a question. At around minute 8, instead of connecting a light bulb to the OnRep_InteractToggle function. I want to connect a widget. I added a widget component to TestActor. I want a new window to pop up when the E key is pressed. How do I set up a node in the OnRep_InteractToggle function? I don't know the node command to make the widget appear. I would really appreciate it if you could help me with the answer. thank you.
Really nice tutorial ! I plan to use that for a single player game that I am making, so there would be no multiplayer, does all the server/replicating stuff in this tutorial cost performance? Or can I just follow the tutorial like you did even though I don't want multiplayer. Thank you very much !!
Hey, thank you. No, it doesn't cost performance in singleplayer.
@@NiceShadow awesome so I'll just use it as is ! And who knows maybe my game will turn out to be multiplayer later on and I'll be happy this is already set up ! Thank you for the quick answer !
love the tutorial, but i have no idea where i have messed up, for some reason it doesn't work when i play as client, but works like a charm when i play as standalone alone
at 6:00, the InteractOnServer in BP_TestInteractionArea is unnecessary since it has already been running on Server side.
Yes, you're right, well seen! ;)
When I start the game and press the "E" key to turn on the light as you do, it does not react and gives me this warning "Blueprint Runtime Error: "Accessed None trying to read property K2Node_CustomEvent_InteractionArea". Node: Interface Interact Graph: EventGraph Function: Execute Ubergraph AC Interaction Trace Blueprint: AC_InteractionTrace". gives. Can you help me?
Don't know if you managed to solve this given it was 6 months ago, but I had a similar error message appear in my map's event graph, and I just added a 'is valid?' check to the flow and it eliminated it. For me I think it was happening because of timing, the new code was making other event begin plays run out of order.
@@edp180perkie03 which part of the graph did you add this?