I was trying to work out a switch or pathway mechanism to break up x y and z from a getworldlocation.
Thanks.
I was trying to work out a switch or pathway mechanism to break up x y and z from a getworldlocation.
Thanks.
Maybe I’m misunderstanding but can’t you just right click on the world location output pin and select “split struct pin”?
And doing so (split struct pin) would get you the X Y Z, but what could you put between those and where they are going that you could gate or control them. A boolean and a branch can control the exec, but what If I only want to effect one vector and not the rest?
Right, but lets say for one of those vectors…Z, I want something like a boolean there between the getworldlocation and setworldlocation. Where I can plug in isfalling to check if player is in the air and if so interupt the flow of Z while leaving Y the same (X will not be used, side scroller).
Use a select node.
That seems to be exactly what I needed, thank you. I made a select node and set the wild card to boolean, plugged in what I needed, but unlike a branch it doesn’t have a true or false output, just a single output, this is confusing, kind of like a branch in reverse. I guess what I want is if boolean is true to stop the flow.
It’s a pure branch
You made a function that returns a value if true or another if false. It’s actually more “normal” than a branch.
“that returns a value if true or another if false”
Are you saying that depending on the present condition, that single output wire will output accordingly?
Yes.
If isFalling == true → 0.0
Else → whatever you have plugged in false.
It checks the condition every time the node its attached to is executed and selects accordingly.
Thanks, I got an effect but not the one I was after. I guess I wanted if player was jumping either straight up or left or right the camera actor would not move from the jumps themselves, yet still follow him in the Z, guess I need to interpolate between the two points to be slower and smoother.