(39) 's Extra Blueprint Nodes for You as a Plugin, No C++ Required!

is a great idea, but hard to do without a tick function, not something available to me in static BP library node context.

The incremental move BP nodes that are already available are your best bet at the moment :slight_smile:

Best I could do is an incremental move to location that you have to call every tick, I can check when unit has reached within radius of destination and stop moving it more.

But doing collision detection is bit of :slight_smile:

If you really want any actor to follow nav mesh path, well that’s beyond scope of a BP node :slight_smile:



[QUOTE=mindfane;135909]
Do we have a BP node that can rotate and Actor around a random Pivot? The Pivot should be given as a WorldSpace Location OR could be an Actor. It should also accept a Rotator which specify the rotation needed. What the node will do is Move and rotate the Actor around the given Pivot while keeping the original distance. Could be useful for settings up things that orbit other Actors. However I think there should an additonal parameters to specify Up Vector and Right vector (in world space) to make the rotation unambiguous)

So the general signature could be like :

RotateActorAroundPivot(Actor/Vector Pivot, Rotator rotation, Vector UP, Vector Right, bMaintainAngleToPivot = true) ---> probably need polymorphic versions (one for Actor Pivot, and another for Vector.)
Pivot - The Actor or Location around which to rotate
Rotation - angles to rotate
Up - The Up vector (given in world space)
Right - The right vector (given in world space)
bMaintainAngleToPivot - If true, rotate the Actor to keep the same angle to Pivot as before the rotation.

We could implement  in BP itself (I did actually), but I think if you can do it in C++, it would be faster.
[/QUOTE]


 is a great idea! will work on  when I get :)

meantime, see the just-higher post about your string node!!!