#My Project on Drop Box
I’ve included lots of documentation on controls and such
NathanLyer/VictoryGameNov8
I provided a setup to easily test
-skeletal rotators
-code-based circular rotators
-see situation from the 2 different camera views with F10
Dear Friends at Epic,
I was wondering what the best way to simulate movement is.
I am creating splines and circular paths from code and FMath functions.
I want to make a static mesh actor follow my code-generated path in a smooth movement way
The only thing I know to do
is update the actor location every tick using
SetActorLocation()
Is there a smoother, more effective way to simulate movement than the above?
I am familiar with and use this method as well
RV_Transform = GetTransform();
RV_Transform.AddToTranslation(MoveAmount);
SetActorTransform(RV_Transform);
#What Does More Effective Mean
if you’re not sure what I mean by “more effective” then definitely please check out this video:
I’m having problems making Player Character’s based on Stat Mesh Actor’s look correctly in single player or multiplayer.
In single player alone (not even trying multiplayer) there is minor jittering of the static mesh when the player character is based on it, as well as the fact that the player’s feet do not stay firmly planted on the static mesh
I’m hoping there’s another way to do the movement code besides SetActorLocation + Tick that does not result in these visual errors.
Video
In this video I am using SetActorLocation every tick to follow a circle path that is calculated simply from math, no skeletal meshes involved.
NathanLyer/Videos/Video5_JittersWithCircularPathViaCode.wmv
Thanks so much!
Rama
PS: This question is highly related to the 5 videos in this thread,
https://rocket.unrealengine.com/questions/7844/creating-complex-rotating-skeletal-mesh-platform-r.html
but does stand on its own as a general and hopefully fun question for all of you