Hi,
i have a problem with the animation of a float variable inside of a construction blueprint. When i expose the variable to the details tab i can edit them and see linked rotation. But as soon as i animate the variable and start the game, no rotation is visible, even though the value is changing inside details Tab and printed out. I tried animating with the timeline inside the blueprint and with the sequenzer. I have the feeling iam missing something crucial here…
again, thanks for commenting!
I placed the hole script in the event graph.Of course now i cant see anything in the viewport, only when i start the game, but the animation is working now. its continously creating new meshes now also… btw, its the script you wrote yesterday, hypercube u called it.
I just want to animate the rotation on the script and also be able to see what iam doing in the viewport iam a bloody noob and feel such lost.
the scrypt is yours from yesterday, i only try to animate the rotation. I now put everything in the event graph, animationas are working, but of course i cant see stuff in the viewport now. Plus every animation seems to write a new mesh, which gets pretty heavy after some time even with N=2.
Iam a bloody noob…
Is this 2nd piece of code in the construction script? Then it only runs when you place the blueprint. If you want it to update during play, it needs to be in the event graph.
The problem is, you don’t have ‘tick’ in the viewport. Only after the game has begun. And you need tick to animate.
It is technically possible to get tick in the viewport, but it’s an ugly process:
https://unrealmagician.xyz/blog/how-to-tick-an-actor-in-unreal-engine-4-with-blueprints/
There’s a lot the construction script is really useful for, but tick is not one of those things.