Making platform move with spline but without timeline

Hello, I am in the middle of a group project and was tasked with making movement for a flying boat. I want to make it so that it moves on a set path with a spline but every tutorial I have found they do it with timelines. Is there a way to make it using force/physics instead so I can set it to move forward by itself on a set speed instead of time? I also need to add a button/lever that makes the boat stop/move when interacted with and I want to make that transmission look smooth, so like slowing down before stopping instead of it coming to a full stop; maybe there is a solution there instead where i can fix the timeline to slow down/speed up in interact? please help

My initial gut feelings tells me you do not want physics here, it does not mesh with spline movement method well. However, you also say:

making movement for a flying boat

So… maybe you do. Could you clarify that physics sim is, indeed, needed and climbing / diving should affect velocity in a realistic way with no player input, bar setting desired traverse speed.

set it to move forward by itself on a set speed instead of time? I also need to add a button/lever that makes the boat stop/move when interacted with and I want to make that transmission look smooth, so like slowing down before stopping instead of it coming to a full stop; maybe there is a solution there instead where i can fix the timeline to slow down/speed up in interact? please help

We got ya, fam. See if this could work for you:

  • 1 & 2 set desired Speed in increments of 1 (moving backwards properly not included atm due to the modulo implementation in the engine). Do tell if the ship is ever supposed to traverse in the opposite direction. Or maybe you do not need it to go in circles? That simplifies things.

  • we also interpolate and try to arrive at this value smoothly, only to then add it to the progress we’re making along the spline’s duration

The above is just a stub and more is needed to make it into a full system, ofc. Atm, it will accelerate to the desired speed, maintain it, and come to a smooth stop.

2 Likes

You could then also combine the above with:

To add physics-like acceleration / deceleration based on a slope.

Thank you so much for this!! This is perfect for what I needed, the boat is basically just moving forward above ground/in the sky, that’s what I meant by flying boat, nothing too complicated about it, so this is everything I need!! Thank you so much again :pray:

1 Like

Hello! I’m new in blueprints. Can you tell me the names of the nodes marked in my screenshot?
Screenshot_1

Not sure how to respond to this, the names are what they are. They are the default names.


Hm, perhaps this will help:

You can add components to the actor, and then drag their reference variables into the graph; you can then drag wires off those variables to access their data / methods.

Does it help?

Thank you! I worded the question inaccurately. I have already worked with nodes in other programs. My question is which node takes a Spline as input and gives a duration as output?
image

which node takes a Spline as input and gives a duration as output?

Duration, as seen above. The questions you ask suggest there is something fundamental that you do not understand about nodes, though. Nodes are context sensitive. Drag a wire, then search:

Perhaps this would help:

I didn’t know that nodes were context sensitive. Thanks a lot! I think this will help me! Thank you for your help!

It’s this, best leave it on. It will filter what you need. There’s probably 12 different duration nodes in the engine. This will allow you to get the correct one. Otherwise we get this:

image

Not that useful. These are all unique and not interchangeable.

Good luck!

1 Like

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.