You just saved me hours of pain. I kept using the root capsule for the triggers, didn't work. So I create an additional one just like you and that fixed it. Thanks.
stevveLP you're awesome, thank you so much for watching. I'm very glad it helped. And yeah, I was having issues with the root capsule as well, so I kinda just made the separate trigger capsule to handle overlap events.
Hey, I just ran into a problem(Not exactly about overlap but I hope you can help me anyway). I am trying to use a c++ component derived from UBoxComponent which should act as a Hitbox for character attacks. I created the component and added it through the blueprint, the hitbox works fine, but not the blueprint. If I activate overlapping events the blueprint will crash on startup. When I backtracked the error in order to find out which line is actually causing it, I found out that it's the line which is responsible for getting the Playercharacter. I normally atleast got a trail that I can follow to find out whats causing it and how to fix it, but this time I literally dont even have a clue. x) Would be nice if you could check out my thread in the UE4 Answerhub, there is also my quellcode. Link: answers.unrealengine.com/questions/752588/crash-on-blueprint-startup-c-line-causes-it-but-wh.html I am getting the player-character in order to be able to use a function of the player's class. Perhaps you know an alternative way, I would also be happy with that. x) Thanks!
stevveLP wow, I was just about to look into this, I'm very glad you found a solution. UE4 can definitely be frustrating at times. When the editor crashes, sometimes all you need is a restart. Typically when the editor crashes on me, I'm forgetting to do an error check, like for example the code is expecting an actor but there is no actor to pass in. Other times I need to restart UE4 for a full recompile.
Yeah I have to get used to make error checks. I do them quite often, but not always x) But if you want to help me, I just got another question on the forum. I am basically looking for a way to loop an Overlap function. I am currently creating a fighting game which has a hurtbox and a hitbox. I am using the overlap function of the hitbox to call a function of the PlayerCharacter's class to work with his stats. So my plan was to use SetTimer to let the call of the Overlap function(The one I call after my hitbox touched something) loop for X times since I am also checking for a boolean in case the character is trying to deal damage(Attacking or not attacking). Since the char first has to get into position and then attack it won't quite work with just one call(Except if I can call the collision at the attack, but I didnt find a way to do that either) since he should only deal damage if he is attacking, not just standing in front of him. The link to that question is: answers.unrealengine.com/questions/753015/how-do-you-call-onoverlaponhitevent-using-settimer.html If you can help me it would be especially nice to answer it there in case other people have the same problem x) Thanks for reading! You tutorials seem really damn interesting btw, I cant make use of many of them but as soon as I am working on 3D projects they are surely going to help me out. :D
I'm running into a really weird issue. In the character blueprint I can see the Trigger Capsule just fine, but then, I always notice, every subsequent time AFTER it gets initialized, it goes away whenever I observe the components on my character. On the host, it's there, on the client, its not. :(
The Epic Games document hasn't example code now. api.unrealengine.com/INT/API/Runtime/Engine/Components/UPrimitiveComponent/OnComponentBeginOverlap/index.html I wanna to know are these attributes are stable?When I delete or insert a attributes to the function,It will alert an error:the number of attributes are not correct.I think it is because AddDynamic macro specifies OnOverlapBegin() function's number of parameters.But I don't know what kind of parameters should be input and can find whether there is probability to make my own OnOverlapBegin() function with variety parameters.Even though I don't know how to input them.
it's a song called Brooding Ben by TeknoAXE around the 1:30 mark of the song Intro/Outro Music: Brooding Ben by TeknoAXE. No Modificatoins were made. TeknoAXE Website URL: teknoaxe.com/Home.php Brooding Ben by TeknoAXE: teknoaxe.com/Link_Code_4.php?q=1319&Genre=Techno Track provided under the CC by 4.0 License Attribution 4.0 International (CC BY 4.0) creativecommons.org/licenses/by/4.0/
MY DAWG. I WENT THRU TONS OF EXAMPLES BUT URS IS THE ONLY ONE THAT WORKS. PRAISE U
You just saved me hours of pain.
I kept using the root capsule for the triggers, didn't work. So I create an additional one just like you and that fixed it. Thanks.
stevveLP you're awesome, thank you so much for watching. I'm very glad it helped. And yeah, I was having issues with the root capsule as well, so I kinda just made the separate trigger capsule to handle overlap events.
Hey, I just ran into a problem(Not exactly about overlap but I hope you can help me anyway). I am trying to use a c++ component derived from UBoxComponent which should act as a Hitbox for character attacks. I created the component and added it through the blueprint, the hitbox works fine, but not the blueprint. If I activate overlapping events the blueprint will crash on startup. When I backtracked the error in order to find out which line is actually causing it, I found out that it's the line which is responsible for getting the Playercharacter.
I normally atleast got a trail that I can follow to find out whats causing it and how to fix it, but this time I literally dont even have a clue. x)
Would be nice if you could check out my thread in the UE4 Answerhub, there is also my quellcode.
Link: answers.unrealengine.com/questions/752588/crash-on-blueprint-startup-c-line-causes-it-but-wh.html
I am getting the player-character in order to be able to use a function of the player's class. Perhaps you know an alternative way, I would also be happy with that. x)
Thanks!
I fixed it by recreating everything I did after the last backup... which literally is just the hitbox. Guess it got corrupted somehow.
stevveLP wow, I was just about to look into this, I'm very glad you found a solution. UE4 can definitely be frustrating at times. When the editor crashes, sometimes all you need is a restart. Typically when the editor crashes on me, I'm forgetting to do an error check, like for example the code is expecting an actor but there is no actor to pass in. Other times I need to restart UE4 for a full recompile.
Yeah I have to get used to make error checks. I do them quite often, but not always x)
But if you want to help me, I just got another question on the forum. I am basically looking for a way to loop an Overlap function. I am currently creating a fighting game which has a hurtbox and a hitbox. I am using the overlap function of the hitbox to call a function of the PlayerCharacter's class to work with his stats.
So my plan was to use SetTimer to let the call of the Overlap function(The one I call after my hitbox touched something) loop for X times since I am also checking for a boolean in case the character is trying to deal damage(Attacking or not attacking).
Since the char first has to get into position and then attack it won't quite work with just one call(Except if I can call the collision at the attack, but I didnt find a way to do that either) since he should only deal damage if he is attacking, not just standing in front of him.
The link to that question is: answers.unrealengine.com/questions/753015/how-do-you-call-onoverlaponhitevent-using-settimer.html
If you can help me it would be especially nice to answer it there in case other people have the same problem x)
Thanks for reading! You tutorials seem really damn interesting btw, I cant make use of many of them but as soon as I am working on 3D projects they are surely going to help me out. :D
Thanks a bunch. Helped me alot with a new feature for my game, that needed to be triggered from the player side, which only will work using c++ =)
Thank you for knoledge sharing!
I'm running into a really weird issue. In the character blueprint I can see the Trigger Capsule just fine, but then, I always notice, every subsequent time AFTER it gets initialized, it goes away whenever I observe the components on my character. On the host, it's there, on the client, its not. :(
Did everything same , but the onbegin function is not triggering
what are all those extra parameters for? they are unused but required 🤔
The Epic Games document hasn't example code now. api.unrealengine.com/INT/API/Runtime/Engine/Components/UPrimitiveComponent/OnComponentBeginOverlap/index.html I wanna to know are these attributes are stable?When I delete or insert a attributes to the function,It will alert an error:the number of attributes are not correct.I think it is because AddDynamic macro specifies OnOverlapBegin() function's number of parameters.But I don't know what kind of parameters should be input and can find whether there is probability to make my own OnOverlapBegin() function with variety parameters.Even though I don't know how to input them.
Te quiero
What is the name music in intro 0:00?
it's a song called Brooding Ben by TeknoAXE around the 1:30 mark of the song
Intro/Outro Music: Brooding Ben by TeknoAXE. No Modificatoins were made.
TeknoAXE Website URL: teknoaxe.com/Home.php
Brooding Ben by TeknoAXE: teknoaxe.com/Link_Code_4.php?q=1319&Genre=Techno
Track provided under the CC by 4.0 License
Attribution 4.0 International (CC BY 4.0)
creativecommons.org/licenses/by/4.0/
@@HarrisonMcGuire thank you