THANK YOU SO MUCH! i was so confused at first what you were trying to say, but when i saw this video it helped explain what you did and i go it to work lol. the difficult part was that my mancannons are are not pointed in a strictly X or Y axis so it had some issues at first but it was an easy fix.
the video, which calls them “jump pads” are halo’s Grav Lifts. the Mannon does essentially the same thing but not strictly up in the Z axis but instead on a catapult manner in the X and Y but you still need lift in the Z. So can instead of a box component could i use a custom made one or will i have to use the Components they have set? Because I used Maya and 3Ds max to size it up and stuff before putting it in to UE4 I put the pivot in the center of the map but the static mesh, mancannon, off a bit so i could duplicate and make 4 symmetrical mancannons on each side and would be easy to mathematically rotate 45 degree snaps around. Because otherwise i think if i have to make a new box component every time and try to line it up to the mancannons, it will slightly be off some. Have a bit of OCD lol wanting to make everything line up. I’m not sure if there is a fast way to rotate around because i know that the values for the Launch velocity for X n Y will be some negative and some positive. Luckily the math is easy it perfect needs 1000 of each XYZ. just that when it comes to mirroring it around, I’m not sure if i can make one blue print for all 4 mancannons or if ill have to make 1 for each.
So basically What i just need to know is if i can make my own component in Maya/Max and export to UE4 in the blueprint? And is it possible to make one blueprint for all 4 or need 4 blueprints? It’s okay if if i have to make 4 separate blueprints.
Also here is what i have so far for pics to show.
ya the thing i circled in the red is the box component and wanted to know if i could use somethign from Maya to import into UE4 instead if that is possible.