Well I think this is what you were initially trying to achieve, being that you work out which way you want to turn when you are looking in the opposite direction of the barrel.
Iām not sure itās worth re-recording 3 videos again, the aiming was improved and any of the code above can be added back-in in the next few videos. Thanks for highlighting it.
EDIT: Iāll also add this annotation to the aiming video, so people can go to a solution straight-away if they wish, without waiting a few videosā¦
@DanM@ben Thanks for working though these as i have the kids home for summer so its a little hard for me to get on to any lectures. Hoping i might get one in a week until they go back to school.
It agree its useful to see how this progresses and the bumps in the road along the way as its all part of the learning process for us
Yeah, guess Iām scared that Mac users donāt have and End key and that Iāll have to waffle over that bit. It often snaps to the floor well though when you first drag a blueprint in though.
I have been developing software for around three decades now when I finally decided to turn my sights on game programming with Unreal this last March. I feel like I decided to climb Mt Everest.
I am happy with the way this course is going with itās warts and all. It feels like real programming time, not some polished, pie in the sky class. As someone who does a lot of plumbing coding with web services, I appreciate the architecture issues you bring up. I like that you are teaching the tools, not how to make a battle tank game. Itās like back in college where they taught system architecture and business requirement gathering and COBOL was just one of the tools to get the business solution implemented.
The knowledge with integrating C++ classes and the blueprints along with being shown flashes of looking at the engine source is invaluable. In this business, when you know how to find the answers is when you know you are making critical progress in learning.
Thanks. This course is worth far more than what I paid for. It is literally the best money I have spent.
Got sidetracked with Stardew Valley again, so regarding L180, instead of adding starter content, moving what you want then deleting the rest. Maybe have an empty project with the starter content and using the migrate asset feature?
So for the impact particle, wouldnāt you want to spawn the particle at the location of OnHit() using UGameplayStatics so you can then call Destroy() on the projectile after?
Itās not like you are comparing if they are equal to, and if you really want to make it so that 0.0001 health is also death, then why not use FMath::IsNearlyZero so you would have
Also regarding to my earlier comment about spawning the particle, in the lecture you said it was more compilcated though in reality itās less compilcated (IMO) as you just change UParticleSystemComponent to UParticleSystem, remove the code in the constructor regarding that particle and then in OnHit() just have UGameplayStatics::SpawnEmitterAtLocation(this, ImpactParticle, Hit.Location); then you are free to call Destroy() at the end of the function.
Thanks Dan, I wanted to overview the options and stick with the track were on. Depending on demand we may well add more than 100 lectures later once lots of peopleās feedback is in making tweaks and showing alternative ways like this.
Well considering a decent amount of the lectures are showcasing pitfalls and such, going over that seems reasonable. Whatās left of this section by the way? I figured there might be leaderboard and/or item pick ups, though not looking like that will be the case anymoreā¦