Ue4 Move Actor By Mouse

Ue4 Move Actor By Mouse Rating: 3,5/5 3429 votes

Make sure you are working on the same version of the engine.Let’s start by writing down look around controls requirements: – Player can look around using mouse on PC and touch screen on mobile device. Additionally on mobile he can use accelerometer too, – Player should be able to change sensitivity for mouse, touch screen and accelerometer,IMPORTANT NOTE: Tilt will work only for iOS devices! If you are creating Android game you should think twice if you want to support Tilt. Basically there is a lot of android hardware our there and supporting them all is really hard if you don’t have the devices and programmers. Tilt will work different on different Devices because of different tilt hardware.CREATING NEEDED DATA. ENUM: ControllingDevice with Mouse, Touch and Gyro added,. Game Instance: ShooterGameInstance, (we had created it ).

Strategy Camera: TBS / RTS camera blueprint for Unreal Engine 4. Keyboard/gamepad move and rotate; Mouse click and drag move (LMB) and rotate. 2 simple actor blueprints are provided with example of onClick move/teleport camera.

GameplayPlayerController, GameplayPlayerCharacter, GameplayGameMode, GameplayGameState, GameplayGameHUD (we had created them )IN GAMEPLAY PLAYER CONTROLLER This class will be responsible for look around controls. Open it and add some variables:. CurrentControlingDevice (ENUM ControllingDevice) default should be set to Mouse,.

MouseSensitivityMin, float (default: 0.1). MouseSensitivityMax, float (default: 2). MouseSensitivityCurrent, float (default: 1). TouchSensitivityMin, float (default: 15). TouchSensitivityMax, float (default: 5). TouchSensitivityCurrent, float (default: 10).

GyroSensitivityMin, float (default: 20). GyroSensitivityMax, float (default: 60).

GyroSensitivityCurrent, float (default: 40)Now add couple of functions. GetCurrentControllingDevice. This should be pure function.USEFUL TIP: If you aren’t changing any variables in function you can use Pure function which don’t need pin to execute. SetCurrentControllingDevice. GetSensitivity (add local variable LocalSensitivity).

SetSensitivityUSEFUL TIP: If you will know that variable will be changed from other class ALWAYS put a function like SetSensitivity to change that variable. Never set variables from other classes different than class in which variable was created! Use functions instead.

Like I did with SetSensitivity and SetCurrentControllingDevice. The rule is that only class which have variable declared can change it.We are still in GameplayPlayerController but we need to add new input axis in Project Settings. To do so go to Project Settings - Input and add two new axis from MouseX and MouseY (MouseY should have scale “-1”) as in screen.MOUSE LOOK AROUND Now when you go to GameplayPlayerController you can find your MouseX and MouseY inputs. Let’s create events for them to drive look around for mouse.From now controls are done for mouse, you can test it out!TILT LOOK AROUND You will need only one variable: LastTilt (vector) to do tilt controls. In GameplayPlayerController find event “Tilt” and create this graph.USEFUL TIP: To test Touch or Gyro controls you can use. Just run the game on PC, run UDKRemoteTool and set your PC IP.

Your device need to be in the same network as your PC.TOUCH LOOK AROUND As earlier you will need one new variable: LastTouch (vector) and InputTouch event in GameplayPlayerController.USEFUL TIP: You can break down struct variables as I did with LastTouch. Just right click on variable and “Split Struct Pin”It’s all for the controlling part. Now let’s move to changing sensitivity with UMG widget.CHANGE SENSITIVITY IN UMG I will use UMG to change sensitivity, but it will be only debug widget. UMG is great tool and I will do a lot of tutorials when doing final UI. For now it will be just debug panel to change sensitivity. First you need to create new Widget.

Name it UIDebugChangeSensitivity.Open it and add sliders like I did here. Remember to name them correctly 😉Now go to graph and create function GetController. It should be pure and return GameplayPlayerController.

You should create such events early in Blueprints because they will look much more cleaner later.Now in event graph create event Construct and update sliders information. I will use which is super cool for this kind of things.Now if you click on the Slider in Designer view you can add new event – OnValueChanged.Add this event for all of the sliders.

We are doing the same thing so here’s screen with all of them added.Last thing in this widget is to create button and add an event to close the widget.This is all in the widget. As I said it’s only for debug. UMG is big and powerful tool and I will definitely do tutorials about it.LAUNCHING UIDebugUIDebugChangeSensitivity Go back to GameplayPlayerController and create a key event. Right mouse on graph and just type “O” you will see key events.Now during in-game you can press “O” and widget will appear.That’s all in this post. You have mouse touch and tilt controls implemented and you can change sensitivity for all of them using custom widget. Hopefully this post will be useful for you guys!

OK, so I’m kind of stuck. Can anyone help me?The problem is that it says that I should create some variables.

The first one being ENUM ControllingDevice named “CurrentControlingDevice”. So when I create a variable and go to Variable Type- ENUM – there is no “ControllingDevice” even though I created it earlier. Am I missing something or the problem comes from me using a newer version of UE (4.8)? Please help and thanks in advance!P.S: Sorry for the newbie question, I’m kind of new at this but I’m trying my best to keep up.

Ue4 Actor Class

Just a couple of tips for the people new to Unreal Engine 4 that andrzejkoloska doesn’t mention it:-If you are wondering from where that “Return Node” component comes, it is created when you create an output at the function (example: GetCurrentControlDevice has an output called CurrentControllingDevice. That’s the Return Node).-Unable to see a component to place? Pick a pin from a function or another component to see what components are compatible with. Most of the times the ones you are looking for will appear this way.-(Currently in 4.8) the switch and others will appear as “Switch on Enumerator” instead of the name of the function, just in case if you are wondering about it.-The color shows the type of variable: Dark Green-Enumerator, Light/Yellow green-Float, Red-Boolean, Blue-(related to player control), etc.-At “Mouse Look Around”, you are wondering what are these “” and “X” components? Seek them as “Equal” and “Multiply” (this one is float.float).-(Now in 4.8) When creating the function GetController of the UMG slider, it needs now mandatorily a pin for “Cast Failed”, or it will throw you a blue warning telling you “that it doesn’t find a Return Node”.

Ue4 Pick Up Item

Ue4 Move Actor By Mouse

Go do something like this:-When creating the close button, in case you don’t know how to find that “Set” with that boolean, seek “Set Show mouse cursor”.-While you are creating the event to make pop-up the window, in order to get the “Create UIDebugChangeSensitivityC widget” component, place a “Create Widget”, then at the purple pin (Class), select the widget on the dropable menu.The tutorials are sometimes hard to read, but they are really useful. Thanks andrzejkoloska for write them.

First off thank you very much for the amazing tutorials. They have been so helpful.

I am very green when it comes to UE4, and your tutorials are helping me leaps and bounds. But anyways, I noticed that when I hit O twice by accident, it cause the project to act a little weird. I went a head and played around with blueprints and came up with a little fixes. Give me your two cents on this setup please. First I made a small Function called IsOpen, which just sets a variable called IsOpen?

Then in the UIDebug graph I had the IsOpen? Variable set to false at the end of the X button you made. From there I went to the GamePlayerController, made a branch off of the O event node. The Condition is the IsOpen?

True is left alone. On false i set the variable to True, then run the rest of your script. So that way the widget UI can’t be open more then once. If that all makes sense. Any thoughts on this would be nice. Great tutorial. Thanks to the community for filling up the blanks for noobs like me.

I had trouble completing some parts of the tutorial, but I found help in the comments in all the cases, and all this looking around makes me understand the inner workings of things better.Now, at the end of the tutorial, I launch the game, open the widget, but the sliders do not show the current value. If I click on them I can set the sensitivity just fine, but somehow the Event construct doesn’t use the current sensitivity to show the current value on the sliders.Any idea why?

UE4 – Rotate Character To Look At Mouse Location (Top Down)Posted byPurpose: The Purpose of this procedure is to create a system which allows you to rotate your character/hero to look at the mouse location on the screen. Great for top down shooters and twin stick shooters. What It Looks Like When Completed:1 – Create a Function “Aim To Cross Hair”2 – Get Player Controller and Set Control Rotation3 – Get the New Rotation By Getting Player Controller, Get Hit Result, Break It, Then Do Calculations (View Image Below).Note: I have branch before exiting the function, but this is for mechanic in the game I am building.3 Comments.