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Path Follow plugin

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    #61
    UE 4.15 version released on the Marketplace.

    Release notes:
    New: Inverse rotation on reverse if enabled
    New: UseSpeedCurve now writable from BP

    Bugfix: LinearStable rotation interpolation returned rotation in world space instead of local space
    Bugfix: Proper default initialization for controlled components
    Bugfix: Crash in StandaloneGame play mode
    Bugfix: Delta rotation (when rotating rotation point) is always applied in local space
    Bugfix: Long lasting bug with keeping reference to edited follower component
    Bugfix: Crash when setting path to follow to null during simulation (event point and callbacks processing)

    Grab your copy here!

    Cooper

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      #62
      Originally posted by AdrianLazar View Post
      Hi,
      Any news on the bugfix for this: "If I run a game in standalone mode and press any key (CTRL, ALT or SPACE for example), the game will crash.
      Do you have an ETA for the fix? We're a bit under pressure and this bug is a show stopper for us atm."

      Thank you
      Hi,

      sorry for the delay. The issue is fixed in 4.15 update.

      Jiri

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        #63
        I try use Get Rotation at Distance, but always get (0,0,0).
        I change coord World and Local is useless.
        Does it actual work?

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          #64
          How can I add this to a source code based engine? I read one comment that you said all of the source code is included...where is it?

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            #65
            Originally posted by Brumsky View Post
            How can I add this to a source code based engine? I read one comment that you said all of the source code is included...where is it?
            Hi,

            the source is under the plugin directory. Just go to your UE4 installation folder (usually c:\Program Files (x86)\Epic Games\UE_4.15\Engine\) and plugins sources are under "Plugins\Marketplace\PathFollow\Source". Just copy whole PathFollow folder under your project or engine plugins folder and you should be good to go.

            Jiri

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              #66
              Originally posted by Jiri.Dockal View Post
              Hi,

              the source is under the plugin directory. Just go to your UE4 installation folder (usually c:\Program Files (x86)\Epic Games\UE_4.15\Engine\) and plugins sources are under "Plugins\Marketplace\PathFollow\Source". Just copy whole PathFollow folder under your project or engine plugins folder and you should be good to go.

              Jiri
              Awesome thank you!

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                #67
                Hello, can u update your Example files to 4.15 engine version? I can't run them bcoz plugin itself is 4.15 and those examples builded on 4.14 doesnt run at all, errors on start and "try rebuild manually"-stuff appears. I'll be very appreciated if u update those example-files becouse it is very hard to understand something without example project for such beginner as me.

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                  #68
                  I have a pawn moving on a path. I want to toss a ball and if it get close enough to pawn, it will spawn an animation and break off path. Is this possible?

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                    #69
                    Originally posted by VLADIMIR-SH View Post
                    Hello, can u update your Example files to 4.15 engine version? I can't run them bcoz plugin itself is 4.15 and those examples builded on 4.14 doesnt run at all, errors on start and "try rebuild manually"-stuff appears. I'll be very appreciated if u update those example-files becouse it is very hard to understand something without example project for such beginner as me.
                    Hi,
                    sorry for the delay.
                    Will update the example project today. In the mean time you can just RMB on PathFollowExamples.uporject -> Switch Unreal Engine version -> choose 4.15 version.

                    Jiri

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                      #70
                      Originally posted by Elleclouds View Post
                      I have a pawn moving on a path. I want to toss a ball and if it get close enough to pawn, it will spawn an animation and break off path. Is this possible?
                      Hi,

                      sure, possible. You can stop/pause following of a path at any time and execute any logic afterwards.

                      Jiri

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                        #71
                        Is there any documentation on how to start the path following with the click of a button or trigger? Would this be in the demo level? I need to know how to press a button and then the follower starts to complete the path. Any help would be appreciated.

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                          #72
                          Originally posted by Elleclouds View Post
                          Is there any documentation on how to start the path following with the click of a button or trigger? Would this be in the demo level? I need to know how to press a button and then the follower starts to complete the path. Any help would be appreciated.
                          There is example project with that functionality. Look for PathFollowExamples zip file in example projects folder here: https://goo.gl/GWpkDP

                          Jiri

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                            #73
                            I have 3 animations. One is man running backwards (back pedaling). The other is man turning around to run forward then lastly the third is man running. I have I inputted these transitions by way of "creating events" in the path with an animation override. My issue is that they are happening to quickly and not easing into the next animation. I am using the "advanced locomotion animepack" that has transition animations. How can I ease into and out of them while using path follow to make a natural looking motion?

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                              #74
                              Originally posted by Elleclouds View Post
                              I have 3 animations. One is man running backwards (back pedaling). The other is man turning around to run forward then lastly the third is man running. I have I inputted these transitions by way of "creating events" in the path with an animation override. My issue is that they are happening to quickly and not easing into the next animation. I am using the "advanced locomotion animepack" that has transition animations. How can I ease into and out of them while using path follow to make a natural looking motion?
                              This is outside PathFollow functionality. If you'd like to blend animations you need to create animation blueprint and blend those using blendspaces (https://docs.unrealengine.com/latest...n/Blendspaces/).

                              Jiri

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                                #75
                                4.16 version of the plugin has just been submitted to Epic. Will update the thread once released on the marketplace. Happy following

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