I’m having a problem that starts to frustrate me quite a bit.
Thing is, i have a pawn and want it to move down until it hits the ground. Then it should stop. I don’t want to use physics for that, because i want to have the control over it.
I managed to get it moving down with a connection of a Delay and a AddActorOffSet node.
I think there must be something wrong with how i use the gate… can’t figure it out
Eventhit wont do anything useful for 2 reasons
a) your not pulling any information out of it except an execution pulse but…
b) it wont pulse unless your using physics, have youi tried playing it to see if it fires?
I would GetWorldLocation(self, or whatever actor or component) then GetUpVector and then NegateVector(GetUpVector) and then do a channel LineTrace starting at GetWorldLocation ending at GetWorldLocation + the negated up vector from above (aka down lol) * float(999999) break the trace and get the vector of HitLocation/ImpactPoint from the raytrace break and then do a VInterpTo (vector interpolation) from GetWorldLocation to ImpactPoint or set a boolean on eventTick that when true srtarts to AddLocalOffset -z and when false does nothing which is set by checking if GetWorldLocation EqualTo or NearlyEqualTo impactpoint/hitlocation.
Hope that makes sense.
You may need to store GetWorldLocation and ImpactPoint in temporary varables, this could be done in a function so they are local and get removed from memory later.
Don’t forget to accept an answer that best clears your question up or answers it so when the community finds your question in the future via search/google they know exactly what you did to fix it/get it going.
I tried exactly what you said (as far as i was able to reconstruct by the description) but didn’t get it to work.
It seems like even simple things are hard to get rolling in unreal engine blueprints.