What better actor in Hollywood?
I'm trying to get the project up and down from scratch.
I can already get the actor to move to the click of the mouse:
Only I have to continue clicking several times to change paths and continue indefinitely.
I would like to know how to keep it moving while holding the mouse button down.
In the previous version (4.21), the code below matched perfectly, so I managed to do it (the condition was a variable that went wrong only when I released the button of the mouse):
But now, I can not establish this connection (4.22).
I've looked for some functions and even looked for new documentation in this loop (While Loop), but nothing worked.
Link (loop loop UE4):
What is the best way to represent two actors, who can sometimes act from the same person?
I have a case where we have approvers 1 and 2. In most cases, the # 1 is approved and it goes to # 2. In other cases, the numbers 1 and 2 are the same person, so they can act at once.
I tried to draw a frame around the icons of both actors.
How to define cross-cutting problems such as auditing system, logging system, etc. in the ACTOR DDD reactive system? When you identify the actor, how do you define these subsystems with the entire system?
At first, I created an actor to be a projectile, he acts with a simple projectile. When it's generated, it goes right,
To do this, I added the Projectile motion component.
It turns out that I would like this projectile does not go straight, I would like it to be generated when it was a minion.
Then my problems started because, being just an actor, it seems that he can not move with the Simple move to actor / place a function.
I created 3 sockets:
One for each shot / projectile I was going to test.
the Event Atirar generates the 3 shots / projectiles I created (TiroActor, TiroCharacter and TiroPawn).
TiroActor Action Plan:
Map of TiroPawn:
I hope that when they are generated, they will go to the only existing henchman in the game, but this does not happen:
the Tiro Actor go straight, and nothing stops it (I activated the option "call in editor" for the Andar event, but that does not fit).
The character Tiro falls to the ground and does nothing but matches when I call the Andar event manually:
the Tiro Pawn is not even generated …
I've changed the option "Auto Posses AI" of Character Tiro and Tiro Pawn at Placed in the world or generated.
I've removed the gravity of all the components of the Character Tirobut even when it is generated, it falls to the ground.
I would like to know how to make sure that an object (actor, pawn or character), when it is generated, follows the target (in this case, a minion) until it that he collides with him.
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[ Polls & Surveys ] Open question: True or false: are you a great actor? .
I would say it's Margot Robbie.
Who is your favorite actor / actress?
I have a project in which, after a certain time interval, 2 NPCs are generated at different places on the map.
Each of them clashes with a collision box that defines its "class" (red or blue):
When two NPCs collide, a condition must be checked (if the "class" of the people involved is different) and from there both are destroyed, but nothing happens:
I put an impression right after the NPC Casting to see if this happened and when they are generated, the print appears four times.
Result at stake:
I would like to know how to place a casting only between two instances of the same actor.
Image showing that nothing happens when it (two instances of the same actor) collide:
I did the test with both codes (printing and destruction of both).
EDIT 1 (I was redundant)
In the code of destruction, I can simply say that it only destroys itself, because if it will run in both cases, the two will be destroyed:
I would still like to know how to correctly detect the collision between two instances of the same actor, but I now know that the code will be executed twice, once in the instance A and again in the instance B.