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@inspect mode: I added a branch after Input Axis MoveForward and Input Axis MoveRight that checks the inspect bool and only continues to the move function when false.

@trigger zones: This was no critic. With the hold function enabled items can be thrown into trigger zones like platforms, buttons, lasers and so on. But since I disabled it I have to create dedicated items to replace this function.

It would be great if you came up with a stable solution for holding items, but there is no hurry on my side.  A game I usually refer to for my project is Deus Ex: Mankind Divided. It's probably using the same Interface as Deus Ex: Human Revolution but I can't really remember. But there the hold function is also physical. Because when you hold a smaller object in front of you and you line up with a wall on your side and then slowly turn the object in a circle against the wall you can see how it starts shaking and slightly pushed aside while as a result the character is pushed away from the wall. When you walk against a wall with the object in front of you, you just stop. Couldn't see any hint that the object would get pushed against the character. Only when I turn left and right and 'scratch' the object on the wall you notice friction again.

@inspect mode you should need a branch for the movement as it already sets the walking and *now* also the crouching speed to 0 

@trigger zones okay I thought about a different feature

for the other thing. I came up with three solutions (two already work)

1. the handler just comes closer to you

2. the handler comes to you if the line trace finds a surface to the front

3. some trigger volume

I am not quite sure what thing I should implement yet but we will see. When you push something through the wall then it actually is because UE4 needs to do two things first never let the physic handle and the object be on two different  positons and at the same time always respect collision (because I set up a physics handle it has a higher priorty).