Tutorial 7: UE4 Multiplayer Dynamic Crosshair

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Learn to make a dynamic cross-hair in an Unreal Engine Multiplayer game. You'll use a widget to make cross hairs that move relative to your character's speed. The player's speed will be mapped to with widget via the "MapRangeUnclamped" function. You'll learn to how to use the "IsLocallyControlled" and "RemoveFromParent" functions to ensure only one widget is added to the screen at a time through the "AddtoPlayerScreen" and "AddtoViewport" functions. These functions will be initiated by the "EventBeginPlay" and "EventTick" functions.

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Great tutorial so far, what do the small monitor symbols with the lighting bolts mean in the blueprints section? 3:31

SethCrowGamer
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Was working perfectly with dedicated server but when i toggle dedicated server off, the the cursor was not being created on the host. Is locally controlled was returning false on begin play. After some reading i found out that adding a little delay( for me i kept it at 1 sec) solved the problem. Just in case anyone else faces this issue and comes in the comments looking for the answer. This may temporarily work. And i think mark will change the logic in future so that time we will get the permanent alternative.

CyberCyrus
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Hey,
I have a problem with the speed variable (12:03) . I can't get it from the cast to thirdpersoncharacter "brick" . If I get the variable without the connection to the "brick" I cant connect it to the "AS Third Person Character" port. I hope you can help me fastly, thanks.


PS: Please excuse my bad english skills. I am german.

alexander_._sch
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Will this tutorial series work for a multiplayer survival game or only a call of duty style game?

Flywithbigfoot
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I have been watching this video and all of a sudden not showing up on client 2 and no answer here as how to fix this

FasWork
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Im doing this series after ive done the UE4 Multiplayer Series, so I have matchmaking and ive run into a problem where I must have made the server not local cause the crosshairs only show up on Client but not server. Throughout this video you stay on dedicated server so only 2 clients. Still debugging, all your code is correct its what I did b4 this tutorial series im assuming. Maybe you've run across this one before...?

Saintangeles
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I'm curious as to what you think Mark. What if instead of removing the widget when CrossHairReference is valid, we instead ignored it. In other words, we only create a new Widget when the IsValid fails and do nothing if it is Valid (since it is already there). Thoughts?

tubeselder