Unreal Engine 4 - Advanced Crouching, Debugging/Troubleshooting & Blueprint Flexibility

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Man, keep going with these tutorials! I appreciate your hard work man. Thank you for the terrific content!

gerecht_
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Hey Sadowick! Great tutorial you got there! But throughout the video you made some things I think can be considered as flaws and I'd like to correct them in here for anybody who is going to follow this video. So the first noticeable thing is that you've created a custom blueprint which triggers when the player overlaps with it but that's the wrong way to approach checking whether the player is able to uncrouch. And the reason for that is simple: the level designer might make multiple spots where players can crouch to go through small gaps and because the crouching system isn't entirely incorporated into the character, the LD will have to remember to use that blueprint in every spot where you can crouch so there will be no bugs. So basically, by doing so, time will be wasted by the LD and there's a chance numerous places where you can get stuck will appear because the LD either forgot to use the blueprint or he didn't think that the player can get stuck. To fix this, you can create a new capsule component that's slighly bigger than the inherited one. Then on Begin Overlap set IS OVERLAPPING CROUCH TRIGGER to be true and on End Overlap to be false.
But if for some reason you want to use the method shown in this tutorial, in the trigger blueprint, for the On End Overlap event, instead of dragging Set IS OVERLAPPING CROUCH TRIGGER from the Cast from On Begin Overlap, it's much safer to re-cast to the FirstPersonCharacter with the object being the actor which ended the overlap.
And one suggestion regarding the tutorial structure, I think 27 minutes is a tad too much for such a tutorial and that it could be condensed down for a shorter duration. Hope this helps ^^

NitrogenDev