Box Trace isn't working correctly

Transform is just Location, Scale and Rotation.

If you do not need Scale or Rotation, then all the is left is Location.

If you right click on the add child actor tranform pin, you can split it.

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Tried splitting. But not working. While Spawn Emitter is working fine. :frowning:

I am having trouble just trying spawn child components. so not able to test what you have.

Or get your results.

So they are still spawning in the middle of no where.

Have you put a Print string off you next spawn point VAR?

I tried what you said with two tiles and just one pickup.
And location was 530, -630, -1870, -3070, -4270. (Y Axes Only)

Looks okay. Because my floor takes 1200 units.

And my Child Actor is just a cherry which I downloaded from internet in FBX format.And create a BP based on that.

So for the 3 tiles that you are placing the Box Trace works correctly?

It is when you start spawning tiles is where the Box Trace Fails?

By the way did u noticed the difference between “Location” of Spawn Emitter and “Relative Location” of “Add Child Component”? I don’t have much knowledge. Maybe you can understand this.

Box trace never working for me. But first even I can’t spawn my pickup.

Emitter is working but not Child Component.

No, just did, thought it was a normal transform.

My guess would be, that it will spawn the Child with a Relative Transform.

So if you are at 500/0/0 and you set relative Transforms, and that Relative Transforms is 550/0/0 it might go to 1050/0/0, not 550/0/0.

Let me think on that one.

Just a thought.

Here is screenshot of box tracing.

Ya. And I can’t find some other function to spawn Actor in editor.

Now you are spawning Cherries then blockages, correct?

Spawning can be done as above. But you would have to delete the way I did this timer.

Oh my god. That was my stupidity. Ya Right. I was spawning Pickup first that’s why it was not working for me.

Shame on me. Anyway its my first so its okay. :slight_smile:

But what about “Relative Transform”? This is the only problem left to solve atleast for now. Is there some method to convert “Relative” to “Normal” Location?

What you are going to have to do is make a function.

What it will do is convert, World Location to Relative Location

Example, if World Location is 500/0/0 and you want 600/0/0, you Relative Location should be 100/0/0.

So you need to work out the first location, Find out where the next one should be in world location. Minus that and that might get you your Relative Location.

As a guess, but try that.

But what IF in future, I want to increase the floor size or want to move pickup location slightly?

Then I have to change everything again. Above solution might work. But this is not good solution. :frowning:

Box Trace requires Normal Location, Spawn Child Actor requires Relative Location, if tomorrow I would like add some other function then again a new problem. :frowning:

If you make the function, then could have some variables that if you change location or tile size, this could take care of it.

Since a floor takes 1200 units. Then I Add 2400 units, spawning two floors.

Why Add? Because moving right side, Y axes is decreasing.

But still not working. After few tiles it start spawning in space.

Maybe you can understand this solution. Sounds like similar to my problem.

Kinda, but this is may be the other way around.

What it does is get a Transform, and a Location and turns it in to a Vector.

It might work, what you would do is get the location of the tile, Get the next transforms and it will give you a vector/location which you might be able to plug in when you break the transform

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BUT BUT BUT

This might be your thing.

45119-capture.jpg

I was trying the same functions. But don’t know how to convert them. I can connect “World Transform” to my “Cherry Initial Spawn” Transform but don’t know about Local Transform.