Hello, I have created a moving platform that simply uses Interp to movement to handle the movement of the platform. But when I try to step on the platform, it falls back down and doesn’t go back up. Can someone help me?
For my moving platform class, I just call “move component to” and move the root component. I have two events : move to point one and move to point two. They call each other at the end of completion. Works pretty well if your just shooting for a back and forth type movement
So do I plug it into the being play or do I create a custom event when calling move component to?
You’ll want two custom events, that call the other at the end after it moves, you’ll call the first one from begin play or whenever your wanting it to start moving
I’ll post a screenshot of my BP later when I’m home if you need
Sorry it took me so long to respond, screenshots would be helpful.
Are there any numbers for the Vector variables for Points 1 and 2 or are they just blank? Is the first move event custom?
Both move events are custom events. The first one is called from begin play then they just loop each other. Point one and point 2 are set as “instance editable” and “expose on spawn” I set them in the world editor when I place an object of this class
Ok, so how did you manage to set the rotation then?
My platforms don’t rotate, so I just plug in their “get rotation” node into the move to rotation, if you have a desired rotation you could use the same concept as the point one and point 2 or use a rotating movement component depending on exactly what your trying to accomplish
Ok. Can you maybe send me a screenshot of what the begin play looks like, cause I’m confused. So do I call something or make a function that plugs into the Target Relative Rotation?
Im at work I’ll post a screenshot later tonight. For the rotation, id recommend doing the same as point one and point 2. Make vector variables that are instance editable and expose on spawn. Place the item in the map editor, position it at point 1, copy the location and rotation from details into those variables, then do the same for point 2. Begin play should call either “move to point 1” or “move to point 2” event, depending on Wich point you have it starting at but it doesn’t really matter. If you have it at point 1 and call point 1 event in begin play it will just sit there for the move to duration then begin moving back and forth
What about if I wanted to have multiple moving platforms? Then I would have to make several platforms that move. You also want me to make two new vector variables?
Then just place another object of the class, that’s why the location and rotation vector variables are instance editable.
Saya juga mencari platform yang bisa dipindahkan
What do I put after Begin Play then?
The first move to event, then that event calls the second move to event, then the second move to event calls the first one again. This creating a loop where it moves back and forth between points. Been working in blender the past few days, I’ll hop on unreal tonight and put up screenshots for you
Sorry If I am using the editor, but when I step on the platform it does this.