How do I blueprint stretching a static mesh along one axis??

Hi. There’s heaps of move platform tutorials on YouTube, but I’m looking to stretch the platform along a single axis instead of simply moving the platform. There seems to be nothing to show how to do this.

How would I leave the object in location 1, and stretch it across to location 2?? Sounds easy, but damned if I can work it out. I’m not sold on the above blueprints if there’s a way to do it that doesn’t involve the above.

Thanks heaps
Phil

Hi Phil
Try something like this:

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Thanks for that. Interesting it does a few things to the static mesh; it transports it to 0,0,0 and removes the movement it previously had. The locations remain relative to each other. Not sure why it’s done that, but I’m a total novice in how the Functions/Vectors etc interact with each other. Would it be easier/make more sense to just to animate the stretching along a spline? Cheers

My pleasure, based on your use case it can be different which one is better than other.
Try it!

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So I’ve ended up simply animating the plane in sequencer, which was straight forward. But now I’m trying to work out how to trigger the sequencer animation using the VR hand controllers. The tricky part (for a relative novice like me) is getting the class blueprint of the VR Pawn on component end overlap (the controllers separating from each other) to then play the sequencer animation for a static mesh. It doesn’t look like you can animate a static mesh that is part of a blueprint?? Seems like a static mesh only that can be brought in as a track in the sequencer. Interestingly it can animate in the level blueprints when there’s an event beginplay node that kicks things off, but I’m trying to figure out how I could cast it to the class blueprint of the motion controllers. Cheers

Hi there @Phil_Newton1, hope you’re well!

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Thanks and happy developing!

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