UE4 Base Building / No Overlap

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It's Me Bro

It's Me Bro

2 жыл бұрын

UE4 Base Building, Build System tutorial series.
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Пікірлер: 28
@dennisswanepoel
@dennisswanepoel Жыл бұрын
Thanks for all the hard work, An little setup guide on ramps and stairs for overlap would be nice as you would want the outside ramp to clip depending on the slope of the land scape and when this happen you would not want to prevent the player from building it. However in the house this should be the reverse as you don't want half a staircase clipping through the floor/ceiling. But all and all I love your work and is learning so much. Thank you!!!!!!
@StreamwaveProduction
@StreamwaveProduction 4 ай бұрын
struggled on this for days. TYSM
@JAYDEGARROW
@JAYDEGARROW 6 ай бұрын
When you connect to each snap point, theres a fraction of a second where it stays green and you're able to build where you're not supposed to be able to. How would we get around that?
@hanaka8735
@hanaka8735 Жыл бұрын
I love the series but this specific part is the only one i feel like is not working for my system. My foundations will not place if the box size is too high and so I divide it by 5 to try to fix the issue and it fixed the issue but the boxes are so small it doesn’t work half the time. I moved the pivot point but the boxes still are not working. One thing I thought about was to use the objects trace channels to only block specific trace channels but i also think using a component like a box in etch mesh and then box tracing that is a a better solution as it gives you more freedom pr object to edit the boxes.
@DKJens44
@DKJens44 2 жыл бұрын
great Tutoriall, thank you
@ItsMeBro
@ItsMeBro 2 жыл бұрын
Glad you enjoyed it!
@Sauroctone
@Sauroctone 2 жыл бұрын
Thank you. I look forward to the next épisode ^^
@ItsMeBro
@ItsMeBro 2 жыл бұрын
Coming out on monday. Tomorrow october asset review.
@Sauroctone
@Sauroctone 2 жыл бұрын
@@ItsMeBro Thanks. I need to know how to detect the player :). In the meantime, I'll try to find it myself
@hdgdoomknight592
@hdgdoomknight592 2 жыл бұрын
This series is amazing! Super helpful, thank you so much! I did find a bug though: You can place multiple ghost buildings inside each other still. At 7:23 you start placing foundations and you said: "Now you can't place them inside each other anymore", but that's not because of the system we've set up here, but because your character collision is blocking it from placing it there. You were walking inside of the meshes the moment you wanted to place them. So is there a way to prevent players from building multiple ghost buildings inside of each other? The collision/placement works perfectly fine when the building is finished!
@LucasOliveira-uh5ft
@LucasOliveira-uh5ft 2 жыл бұрын
did you manage to solve it?
@hdgdoomknight592
@hdgdoomknight592 2 жыл бұрын
@@LucasOliveira-uh5ft Sadly no :( but I will keep you up to date in case I find a solution
@mickohodll5438
@mickohodll5438 2 жыл бұрын
@@hdgdoomknight592 try setting the value in the Check Overlap Function lower. He set it to 1.2 but when I changed it to 1.01 it seemed to fix it.
@1AnimeFinder
@1AnimeFinder 2 жыл бұрын
looking good
@ItsMeBro
@ItsMeBro 2 жыл бұрын
Thanks 👍
@ZeyFight
@ZeyFight 2 жыл бұрын
I find a bug through: When you rotate your building, the box trace become bigger and don't be able to build when the building is for example at 45°. Help me plz
@petrchyla6687
@petrchyla6687 2 жыл бұрын
Greetings, I had the same problem and I think I fixed it. Working in your Check for Overlap fun. in Build Comp. Firstly, get your Build Transform, split it and connect the rotation into Orientation of the BoxTraceByChannel. Now your your bounds should be rotating if you rotate the buildable, however you will still have the scaling problem. To fix that get a static mesh of your Build Ghost and from the static mesh Get Bounds, split the return value and use the Return Value Box Extent instead of the Box Extent from Get Component Bounds for the Half Size (going through the division think to rescale it as in the vid.) Now it should work with rotation without the rescaling of the box trace, as for the transforms of the box trace you are always using bounds of the static mesh, which should never change their size. Start and End of the Trace remain the Origin of the Get Component Bounds as shown in the vid. Hope that helps
@TheDeuceCara
@TheDeuceCara Жыл бұрын
@@petrchyla6687 This should be pinned , thanks for the solution
@lightqnix3216
@lightqnix3216 Жыл бұрын
@@TheDeuceCara (in "Check overlap" function ) Create a copy of your object (Build ghost) and reset his rotation to 0 0 0, and get component bounds (bounds of your copied object ,not bounds of your ghost like on video) and set orientation field in box trace from ghost build rotation (not from copied object) It works because you can't rotate bounds of your object, but you can rotate his drawing
@earthbornjim9975
@earthbornjim9975 2 жыл бұрын
Hi. First off, thanks for this series. I'm using part of this system not for building houses etc, but for simply being able to place down objects like beds/campfires etc, so I basically just did what was in videos 1-3 and 10 & 11. Now it works great and I can place down any actor I need. What I would like to ask, is there a way I could make it so the actor I am placing down aligns with the ground/landscape. Basically, I would like to put down a camp fire and if it is on a small hill of the landscape, lets say under 25 degrees, it aligns to the landscape. And if the slope is too steep, it won't let me place it down. Thanks!
@ItsMeBro
@ItsMeBro 2 жыл бұрын
Sorry for the late response. I did read the comment the day you posted it and I thought I answered, but I didn't. :/ So, I will look into it. It's a bit of geometry that needs to be figured out, which I'm not good at. :D What I will try to do is create line traces, from the edges of the mesh and get values from the points where they hit the landscape. That way it is going to return me 4 hit points and 4 corners of the mesh, which in return will allow me to create a triangle which then will allow me to calculate the angle. I know the theory, now I just gotta create the math.
@earthbornjim9975
@earthbornjim9975 2 жыл бұрын
@@ItsMeBro It's all good. I've tried to have a go at it myself but i'm not having any luck. If you get the chance and happen to get it working, then that would be awesome, but otherwise, no rush and no problem if it doesn't work.
@MuttleyGames
@MuttleyGames Жыл бұрын
@@earthbornjim9975 Try using the Normal of the LineTrace Hit. The Normal is always facing straight away from where you hit. Drag Normal pin (From LineTrace in Build Cycle) and search Forward Vector, then plug it in the rotation of Set BuildTransform. This should get you closer to what you want but some tweaking will be needed.
@earthbornjim9975
@earthbornjim9975 Жыл бұрын
@@MuttleyGames Thanks dude, was able to get it to work a while ago now using a similar process to what you advised. I appreciate the reply though :)
@musicsssssssssssss1742
@musicsssssssssssss1742 2 жыл бұрын
Is this replicated system?
@ItsMeBro
@ItsMeBro 2 жыл бұрын
At this point in the series it is not. But there will be a replication videos later when the base system is finished. I suggest watching the preview video to know what features this system has.
@hubwod7487
@hubwod7487 2 жыл бұрын
!!PROBLEM with UE4 4.26!! Hi! Ok, so the bug you encountered with complex collision, from what i have tested, actually has a deeper problem connected to it. Box tracing by channel HAS to have a diffrent start and end vectors. Otherwise it doesnt move so it doesnt sweep so it doesnt hit anything since its sweep path start and end are the same. The only solve is to nudge the end point in X and Y direction by a small amount like 0.01, If you do it, the collision detection will work properly only in the positive directions of the X and Y, So my "fix" is to make another BoxTraceByChannel but with end position nudged by -0.01 and then using OR gate connected to both BoxTraces. :)
@_Zemlya
@_Zemlya 2 ай бұрын
Bro, thank you so much! It solved my problem! Box trace doesn't hit my buildables because of complex collisions
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