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HELP How can I specify execution order?

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    HELP How can I specify execution order?

    I have 2 blueprints and a camera spawned into the viewport.

    Background
    Player
    Camera


    The Player moves, and the camera is a child of Player so is following him.
    Then Background "positions" according to the Camera position.

    The problem is I want the Player to execute BEFORE the Background blueprint so the Blueprints positions according the new camera position (if the Player moves).
    I found some people pointing to "SetTickGroup" but all about that relates to C++ which I'm staying away until I fully dominate blueprints.

    Please help!!! this is stoping the development of my game.

    Thanks


    EDIT: THANKS!!
    I DID IT THIS WAY

    Click image for larger version

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    Last edited by Rockseller; 02-12-2015, 06:33 PM.

    #2
    Originally posted by Rockseller View Post
    I have 2 blueprints and a camera spawned into the viewport.

    Background
    Player
    Camera


    The Player moves, and the camera is a child of Player so is following him.
    Then Background "positions" according to the Camera position.

    The problem is I want the Player to execute BEFORE the Background blueprint so the Blueprints positions according the new camera position (if the Player moves).
    I found some people pointing to "SetTickGroup" but all about that relates to C++ which I'm staying away until I fully dominate blueprints.

    Please help!!! this is stoping the development of my game.

    Thanks
    What if you used custom events, and then had a master tick on your game mode or something? In this way, you would control the tick pattern.

    Comment


      #3
      Originally posted by The Britain View Post
      What if you used custom events, and then had a master tick on your game mode or something? In this way, you would control the tick pattern.
      Custom events are made inside a Blueprint aren't they?
      As far as I understand, the idea is to make Blueprints for each type of object you want to spawn into your Level,

      I found an easier solution, based on an statement that I had a hard time finding:
      Order of execution is defined by the order you spawn the elements into your Viewport/Level

      Thanks

      Comment


        #4
        Originally posted by The Britain View Post
        What if you used custom events, and then had a master tick on your game mode or something? In this way, you would control the tick pattern.
        Right, so your first blueprint would Tick, execute its logic, then call a custom event on your second blueprint which would then execute all its logic, then call a custom event on the third and so on.

        This is what I do to ensure On Begin Play execution order.
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        Comment


          #5
          Originally posted by Jared Therriault View Post
          Right, so your first blueprint would Tick, execute its logic, then call a custom event on your second blueprint which would then execute all its logic, then call a custom event on the third and so on.

          This is what I do to ensure On Begin Play execution order.
          Jared, in the end I did as you said, thanks!!

          Click image for larger version

Name:	forum1.png
Views:	1
Size:	119.3 KB
ID:	1066391

          Comment


            #6
            Just to document that my approach is no longer correct as of version 4.9.0.

            There is a better alternative using Prerequisite Tick Actor in Blurprints.

            Comment

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