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Path Follow plugin

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  • replied
    For anyone, who gets the following Message on any IOS device:
    Plugin 'pathfollow' failed to load because module 'PathFollow' could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.
    My solution was to create a Plugins folder and paste in the PathFollow folder from the Marketplace folder. That Plugins folder is located right in the root folder of my project.
    That gave me some headache and I hope that I could help someone with my solution.

    Leave a comment:


  • replied
    please how use open curve editor

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  • replied


    Any news to when it will be online

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  • replied
    As many of you reported the plugin 4.22 version has crash in ApplyToComponent() method. I'm sorry for any inconvenience. Hotfix is on its way and will be submitted today. Will update you once it's live

    Leave a comment:


  • replied
    Hi, i am having a problem porting a project of mine from 4.21 to 4.22.1 i had to deinstall your plugin to get it to work correctly. Any idea what this might be ?
    all other plugins are working as they should ..
    kind regards
    stucki

    here is the crash report
    Unhandled exception

    VCRUNTIME140
    UE4Editor_PathFollow!FInterpCurveVector:perator=()
    UE4Editor_PathFollow!UPFPathFollowerComponent::FPathFollowerInstanceData::ApplyToComponent() [d:\build\++portal+dev-marketplace+full\sync\localbuilds\plugintemp\hostproject\plugins\pathfollow\source\pathfollow\components\pfpathfollowercomponent.cpp:1208]
    UE4Editor_Engine
    UE4Editor_Engine
    UE4Editor_Engine
    UE4Editor_Engine
    UE4Editor_Engine
    UE4Editor_UnrealEd
    UE4Editor_UnrealEd
    UE4Editor_UnrealEd
    UE4Editor_UnrealEd
    UE4Editor_UnrealEd
    UE4Editor_UnrealEd
    UE4Editor_UnrealEd
    UE4Editor_UnrealEd
    UE4Editor
    UE4Editor
    UE4Editor
    UE4Editor
    kernel32
    ntdll
    Last edited by stucki; 04-29-2019, 11:00 AM.

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  • replied
    Apologies if this isn't the place to ask, but how does the BP_Plane follow work? I've used it to get the result I want, an object following a path. But when I don't use it, say take a mesh and add the path follow to it, I cannot get the object to orient correctly.

    I.E., in the plane example, the plane would be moving sideways.

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  • replied
    Every release is tested using PathFollowExamples project. All examples there needs to work. So right now there are no updates. No bugfixes, no new features but everything works in 4.21 as expected.

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  • replied
    Simple 4.21 support is one thing, the other thing is it'll actually work as intended in the core, much has changed since 2015. I'm considering purchasing, any sort of status update would be welcome. It would be unfortunate if such things go dead without any alternatives.

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  • replied
    need the 4.21 version, too !

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  • replied
    Hello, any chance to get it soon for 4.21 ? we are really expecting it for our project. Thank you for en ETA.

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  • replied
    Hi,
    My car follow myPFfollower, its ok no problem. But I want to my camera follow to car? How can I do this? Which way to use?

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  • replied
    4.20 Update will be released?

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  • replied
    I'm a noob to UE4 but this seems like the perfect tool for the project I want to make. I'm not sure how to do what I'm trying to do and was hoping someone could explain the general concepts to me. I kind of understand blueprints but am not totally sure which blueprints to use for each goal. I can use the tool to make a path, set speed and event points, and attach a follower to the path, which all works great; but, here's what I want to do:

    1. I want to have paths along roads in a town, which will spawn random actors from an array, travel along, and destruct on exit or loop back to the beginning.
    2. I want to spawn random collision boxes, speed points, or event points along the spline that will make the vehicles swerve a little, slow down, speed up, and behave erratically.
    3. I want to create traffic lights that will stop/start traffic.
    4. I want the cars to simulate physics in order to have crashes with the player but not major accidents with other traffic vehicles.

    I tried to create an abstract actor, which would randomly spawn child actors to get different vehicles; but, I have been unsuccessful at having the spawning actor or child actors to move along the path. The spawning on can attach to the path but I can't get anything to move.

    I really appreciate any help, either help to conceptualize how to do this or detailed help on parts of it.

    Thank you in advance
    Last edited by christian.j.king; 07-23-2018, 05:49 AM.

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  • replied
    Extra Thanks for the 4.19 update!

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  • replied
    Upgrading to 4.19 would be appreciated

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