3-8 Flying Fish and Reeling it In
To start on some cleanup this week, I wanted to address the fish floating to the bobber. In my research, I found out about the split struct pin option when you right-click on certain options in blueprints. In this case, splitting it was able to split the locations in the level script into the X Y, and Z coordinates.
Initially, I tried plugging in the X and Z values as normally Y is the vertical axis (the axis I do not want to track) but in Unreal, Z is the vertical axis so as shown below, attaching the X and Y stops the fish from tracking vertically.
The next was a plan to try and get a placeholder catch in, and to do this I wanted to use one of the existing mappings to "pull" the fish in. After looking it up and seeing the project Input settings were the place to start mapping the button, I had to dig through the VR Template to find a button I could use. I initially planned on using one of the triggers, but I remembered that triggers were used to grab objects, So I settled on one of the face buttons for now. Looking in there is where I found the name that I will need to call later.
And the result?
Turns out there's an actual menu that the button opens up, and that input overrides the catching of the fish.
To fix this, I made a very quick input action and mapping based on the other ones in the template, and mapped it to A on the touch controller:
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