well i am at a loss so yeah anything is better then nothing. :D Its shame of wasting purdy models on nothing :D And really thanks for the info and input Obscura, i'm gonna dig in deep with this. I have been reading up on blueprints but, there's so many nodes and that's the biggest issue for me, i don't know what my options…
haha poor anim bp? Oh i think its suppose to be the thirdperson bp ahah that migth explain the error i guess:p I have 1 thing i want to add as well to this whole thing and that's to either change material when bridge bp is activated. Cause i have 2 - 3 rolling hoops that have an animated texture. i am considering removing…
Ball should be made from character instead of pawn and then it the cast would work. Or instead of using get player character, there is get player pawn. You can also plug the player into anything. For example, when the player goes into the trigger, player will also give you an overlap. On that overlap, you can get the…
Allright, i have followed and set up all the nodes. Its difficult as hell to be honest. Here goes. These are the names i work with. My custom Player class =PhysicsBallBp Bp_trigger= ButtonBp Bp_Triggerable_actor= BridgeBp warnings: In both buttonbp & bridgebp the cast to PhysicsBallBp gives the warning: Warning 'Physics…
Instead of using "get player character" there was a "get player pawn", and i plugged that, and the "cast to´s" warning went away. :) Again, iam truly grateful for the help and feedback! When i hit play in the editor, i was blessed with a little special something in the editors output. Error Blueprint Runtime Error:…
I quickly checked out what did I use in those tuts and I can reassure you, all of those nodes are called the same, still. Except the custom events, since you name those to whatever you want. Matinee/Sequencer/Timeline anime - for what you want to use it for, I would definitely go with a timeline and no matinee or sequencer.