PSUnreal Fishing Setup: Difference between revisions
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#In the database in the table [[Natural resourcesTable|natural_resources]].trace_mesh put the name of the actor | #In the database in the table [[Natural resourcesTable|natural_resources]].trace_mesh put the name of the actor | ||
# Point to a group in [[Natural resourcesTable|natural_resources]].item_group | # Point to a group in [[Natural resourcesTable|natural_resources]].item_group | ||
Fishes need to be added to the dt_fishAnimation to associate the fish with the proper animation. | |||
To fish, remember to equip your rod, and then right-click on the water surface. | To fish, remember to equip your rod, and then right-click on the water surface. |
Latest revision as of 21:31, 28 December 2024
To create a fishable river do this:
- Create a river by dropping this actor in the level: RiverSplineActor (new) or SM_Water_Plane_Blueprint (a bit older, but the same)
- Set the mesh in the properties of the new actor you added to one of the water planes, example SM_Water_Plane
- The mesh should have simple collision visibile in the editor
To create a fishable lake (mesh based) do this:
- Add a static mesh actor to the level (or use BP_LakeWater)
- Ensure the static mesh is set to Collision profile: PSWaterSurface
- The mesh should have simple collision visibile in the editor
Then in both cases, river or lake:
- In the database in the table natural_resources.trace_mesh put the name of the actor
- Point to a group in natural_resources.item_group
Fishes need to be added to the dt_fishAnimation to associate the fish with the proper animation.
To fish, remember to equip your rod, and then right-click on the water surface.