Notice how when ‘E’ is pressed his character “teleports” to the desired location?
Which blueprint do you use to make your character move into position so the animation can be lined up perfectly?
Move component to only goes for world locations, but what if I want to place say a door that opens with my animation in a lot of places? Would I have to go into the bp and manually set the world locations for each door so my character is transported there?
Switch to AIController and walk to the position (like in sleeping dogs for example, may look awkward or walk in circles). Or, teleport to the position and change the camera in the same time, so the teleport is not seen (like in mgsv for example).
Btw, if there are better ways i’m interested to know too.
How do I use it dynamically? Like for example, If I have an animation for opening a door, right? If i place that door in 52 locations in a map, will I have to go modify the “teleport to” location 52 times? Or can I save the location in the door blueprint so I don’t have to always modify it? If so what is the process of that?
the second option, If i use teleport without changing the camera the snap will be seen right?
Will “AI controller” still be the player character walking? Or will it switch it to another model?
Metal gear uses teleport to control cutscenes? Do all games use teleport?
1.I would save this relative location and rotation in the door blueprint. 2. Right, you hide the ugly teleport by changing the camera. It’s like a little cutscene. 3. No need to switch to another model. Essentially, you play the walking anim instead just sliding the character like in your video. 4. Actually, I think it uses some mix of two methods, but it moves the camera. look here. Sleeping dogs just walks the character automatically to where the cutscene start, look here
To address answer 1, doesn’t the move component to blueprint only work for world locations? So what if I made the door at say world coordinate 2,5,1 and then I copy that and now the door is at ,5,6,7. Since the blueprint tells the player character to move to coordinate 2,5,1 wouldn’t I just teleport to that world location even though the door is at new coordinates?
BTW THANK YOU For answering me, You made me so happy dude. Also I love the examples!
You know the door actor you are opening, right? For example, you have some sort of trigger volume linked to this door. So you can access the door in blueprint and read the location where the anim should start plus the location of the door itself.
so If I am reading you right, I have a trigger linked to the door, this trigger has coordinates in the world, If I have a blueprint that says "get actor coordinates’ for the trigger, I can have a bp in the trigger that says “move component to” and have it set to read the dynamic coordinates from the trigger? Is that right?