I am building a 2D game. On the right is an actor that moves up and down at a constant rate. While this actor is moving, I want it spawn 3 different actors all moving to the left. The first one should spawn and move up at 45 degrees. The second one should spawn and move straight to the left. The third one should spawn and move down at a 45 degree angle. I can only use 1 tick event and the spawner works only on the one that has the tick event. The others won’t work unless the Tick Event is attached.What can I do so I can spawn multiple different actors from the same moving spawn point? Attached is a picture of my current blueprint that only works with the Tick Event.
Thanks!
Hi yofreetime,
I would like to suggest not using Event Tick at all. Instead of using tick, you could use a single Timeline before the delay functions to do all of this for you as Tick, even only one, doesn’t preform very well with delays. If you haven’t used timelines before, refer to the following documentation to become more acquainted: https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/Timelines/index.html
Have a nice day
Thanks ! I finally got it to work and I have posted my solution here.
I had to use the same Event Begin Play that was attached to setting my camera view. Is that the right way to do that? The Event Begin Play would only attach to one node at a time so I had to daisy chain them. Is this the right way or is there a better way?
Thanks,
Yofreetime
There are multiple ways you could cut down on how this works.
First thing, you can get rid of the ‘Set Looping’ nodes as you can use the checkbox inside of the Timeline’s settings (double click the node) to have it loop by default. You should also be able to do all of these spawns with a single timeline if you use a Multigate node or an enumerator to alternate between the different type of spawners instead of having them executed in sequence.
You can also entirely replace the timeline and use a timer. This could be set at a regular or random interval (It will have to be updated regularly if you’d like it to be random) to spawn the demons. If you’re unaware of how to use a timer, you can set the ‘function name’ in the timer and then create a custom event. If you set the custom event’s name to the same as the timer’s function name, it’ll run every time the timer finishes it’s loop.
Hopefully this’ll help you optimize your blueprint
Thanks ,
I got it working per your suggestion and with the same functionality as before. Thanks for your help.
Yofreetime
No problem, please feel free to come back to the Answerhub any time you need more assistance.