Combining Rotation and Movement?

Hi all,

I’m using a Timeline to rotate an actor back and forth. The same process is being used again for another axis. The same approach is used again to move the actor up and down. The end result is a slightly swaying, bobbing, object.

I’ve since added a MoveComponentTo node in order to move the actor vertically downwards. This does take place, but not at the same time as the rotating back and forth as described above. It seems I can either rotate first, then MoveComponentTo, or I can MoveComponentTo and once that’s completed then run the Timeline for the rotation.

I would appreciate any thoughts on how I can achieve both at the same time. The Target Relative Rotation property on the MoveComponentTo node looks like it will take a final rotation, and then work towards it, so I dont think that will help.

Any information/thoughts would be really appreciated.

Incidentally, is there a period of time on AnswerHub before you are able to post replies/comment without them being moderated? I have tried responding on a previous question I had asked but all of my responses are awaiting the attention of a moderator. Just wondered if that is because I’m new here and will not be applicable after a duration or series of events etc.

Thanks in advance :slight_smile:

Rob - you can do both at once with one timeline like this:

Or you can do it as a transform:

It looks neater as a transform, but sometimes it’s good to keep them separately. A transform is just the postition / rotation / size:

298177-trans.jpg

Regarding your other question, it might be the language you’re using. For instance I said to someone the other day something like ‘I can see I’m being a m-r-n ( replace dashes with Os ), but…’, that got moderated. Because they don’t know if you’re saying something about yourself or others.

It could also be related to time on the hub, we some problems with people posting rubbish, and it’s recently been re-vamped. But I doubt it’s that…

Hi,

Thanks for the reply.

For the rotation and movement, I am using one Timeline, for the item “bobble”… to explain further, this is supposed to represent an item floating in the ocean, but underwater… so I have it rotating slightly on X and Y axis back and forth using, effectively, a sine wave from within the Timeline. In addition to that I have it bobbing up and down a little also, this uses the same Timeline/sine wave to go up and down.

But what I want to do now is after a period of time the item stop hovering and then descends to the bottom of the map.

I have code which is firing out a raycast to detect what’s beneath it and how far it has to travel in order to calculate the “over time” value for a MoveComponentTo node, but it seems that when that node has control, the existing rotating/bobbling effect above no longer works. I seem to be able to have one, or the other, but not both.

Obviously the up/down nature of the bobbing would be replaced with a descent, but the rotation on the X and Y I assumed I would be able to keep whilst it was moving downward. I don’t seem to be able to achieve this and I’m not sure why.

Hope this comment will be added, none of the others have yet, I’m replying to people and no one knows :frowning:

Holy cow, are you un-moderated now?!

You should be able to use two timelines with the same object.

You can have one timeline wobbling it, and then another comes along to make the object descend.

I just took a look at MoveComponentTo ( which I don’t use ). Yes it will kill the rotation because it has rotation parameters. I’m assuming you left them at zero, and that’s what you’re getting :slight_smile:

Tell me if you get stuck and I’ll know you up a BP ( assuming you can answer this ).

Hey,

Yes, finally my previous comments seem to have appeared - looks like that took about 10 days! Frustrating that it says I replied 11 hours ago, when that was actually posted on the same day as the topic! Makes it look like I’ve been really ignorant!

Thanks for bearing with me! :slight_smile:

The approach you outlined with the two timelines was how I actually did this in the end and the MoveComponentTo was definitely getting in the way of everything else, it seemed to take control and during that period of control nothing else could do anything to it.