yes is a product, and I am doing the final touches to it (particle systems, and moving crowds), before putting it up for sale, which will probably be in 5 to 7 days.
Ok, so the steps are in place, which is the first thing to get done, and it is. So, now to move the stairs, (One caveat, it’s been a long time, since I messed around with this in a blueprint, the reason is, has it’s own function library of blueprint nodes that I use, so I"m kind of digging up things from the past here, in terms of blueprints! Just working with you on this, has reminded me numerous times, of why I wrote the library! lol)
So what we really want, is to have a speed (float var), that we wish to move each step, a certain distance (in all 3 axis, as you have the Z, and the X will vary, Y will be locked, it’s really the Z your after, i.e. Vector = X, Y, Z axis). During each tick, so we shall say, the speed is J units per second. So we wish to take that delta time, from the event tick, and multiply the speed by the delta time. This tells us how much we should move, on this tick. In order to attain that speed.
Now that we know, the amount to move, we need to get the forward vector (which in truth is really going to be constant, as your spline, seems to really only have 1 slope that is visible.), if you have more then 1, that is visible, you want the look at rotation between the two spline points that you are moving the stair between… When we have this amount to move, scaled to the direction (i.e. rotation/vector, you can think of it either way, makes no difference. Internally rotations in UE4 are Quaternons, no biggie, it’s just X,Y, Z, and W). Then you just wish to apply, this distance, to the static mesh in question, which means, you want to use the Add Relative Location (in either world or local positioning), so that we are just adding that delta speed,and UE4 will then just adjust the actual location by what we add.
to be continued…