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Endless runner. Moving world are big problem?

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    Endless runner. Moving world are big problem?

    Hi guys

    https://www.youtube.com/watch?v=3om6...QThNn1&index=2

    If you looks that tutorials you probably can imagine what we can "swap" all game logic and set our player stand still on 0.0.0. location, while we just move BP_FloorTile by adding to that BP some event tick and addlocaloffset.
    But actually - we dont. If we trying to move BP_FloorTile instead of player we will not spawn next BP_FloorTile on correct spawn location.

    Look at screenshot. Here's BP_FloorTile have some AddActorLocalOffset on Event Tick. All other logic should be the same: when player overlap with box collision of the first BP_FloorTile - we spawn next tile on complitely wrong location.

    Can some one explain why thats happenig?

    #2
    Answer founded: dont even try to use overlap events for that kind of tasks (:

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