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Updating sun height during gameplay
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jimmyt1988 repliedAh, I see, I have to assign a portion of the pre-made graph to the tick event.. Is there a C++ version of the BP_Sky_Dome... I hate working with the graphs, they're so confusingly spidery.
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jimmyt1988 started a topic Updating sun height during gameplayUpdating sun height during gameplay
- Just as a test I created a class based off of the AActor.
- I then made a copy of the BP_Sky_Dome (or whatever its called)
- I replaced its parent blue print with my new SkyDom class which was based off of AActor (as stated above)
- I created a new public variable called SunHeight and made it editable
Code:UCLASS() class ****_API ASkyDome : public AActor { GENERATED_UCLASS_BODY() UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = Lighting) float SunHeight; void Tick(float DeltaTime) override; private: float SunRiseSpeed; };
- I placed the Tick event in and set PrimaryActorTick.bCanEverTick = true; in the construct method.
- I replaced all original sun height references in the blue print nodes to my new available class property. Yes, all of them.
- On tick I increase the sun height counter hoping for a sun rise... nothing happens, but the sun height does increment...
What am I missing from this? I see that the BP_Sky_Dome blueprint only simulates once on launch of game, how do I make it update on my tick? It is running over my tick code... that's for sure!
Code:void ASkyDome::Tick(float DeltaTime) { Super::Tick(DeltaTime); SunHeight += SunRiseSpeed; }
Last edited by jimmyt1988; 08-10-2014, 04:41 PM.Tags: None
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