Here’s a screenshot

Here’s a screenshot

I added a gun, reduced the walking speed, set up a second nav mesh to control the character’s movement, and implemented a pause/resume menu.
It still needs to be approved but here’s my question:
My test action tied to input ‘t’ works, but my escape action tied to input ‘escape’ doesn’t work. it does exit the scene game play view but my callback isn’t called. I’m printing out a log in each action and the test action is called but escape action isn’t called. Is it something special in unreal already that i need to turn off or override it?
I’ll update this post when it’s approved.
https://forums.unrealengine.com
update: I found this: https://forums.unrealengine.com/t/is-it-possible-to-handle-esc-key-in-the-logic-with-ue5-3-2-rather-than-hijacked-by-the-editor/1776989
update: I am just using ‘p’ to pause instead of escape.
I used Visual Studio Code to open up the Unreal Engine project directory, Asked CodyAI to help me. Then saved the files; Switched to Visual Studio 2022, Build and Debug, opening Unreal Engine to play the scene.
I also used Visual Studio Code to open up an Xcode project to add features using CodyAI for my job. There are no Xcode AI extensions. I wonder if Apple would approve and list one on their store? They should have to, to avoid anti trust anti monopoly laws.
In my Tick function of the character class:
FRotator CurrentRotation = GetActorRotation();
FRotator NewRotation = FRotator(CurrentRotation.Pitch, Forward.Rotation().Yaw - 90.0f, CurrentRotation.Roll);
// Set the actor's rotation
SetActorRotation(NewRotation);
The mixamo model fbx file I used required me to rotate the Y axis 90 degrees counter clockwise to look in the right direction.
I had to adjust the half capsule height. It’s working now.
I couldn’t figure out how to keep my character grounded. It was floating, and if I turned on gravity, z decreasing rapidly. I tried setting it in code, but it wouldn’t work. I think I need a plane. Otherwise, without gravity, the walk animation was showing, character positioned correctly, and navigating randomly inside the nav mesh I defined (outside the house I generated with infinigen for now)
Will this answer work from 2015? I hope so.
https://forums.unrealengine.com/t/how-to-create-a-plane-object/329794/2
Github copilot is terrible.
Cody doesnt Work in Visual Studio 2022.
I couldn’t get all the building working with Unreal Engine using Visual Studio Code as the editor. It wouldn’t open the whole project, just a few files. Unreal is built for Visual Studio, not VS Code
So I got this code working like a neanderthal using copy and paste in Claude into Visual Studio 2022. Can’t wait for Cody for that.
This uses a nav mesh area I defined in UE to randomly walk the aninated walking man character around the area defined.
Haven’t written code this ugly since Objective-C before converting to Swift. But that was without AI.
