So i know some basics about blueprint but when it comes to animation im pretty lost with where to start.
I have a hoisting machine i want to animate, i need to be able to control the hook and make it go up and down with player input. I want to be able to attache loads to it as well. But mostly just concerned with making it go up and down at this point.
Im not sure if the crane and hook should be an actor or a pawn(id like to control the crane remotely or by pushing buttons)or if the hook should be a seperate actor from the crane itself?
Really just need to be pointed in the right direction, any help would be appreciated.
very clever thank you. I was mucking with timeline but this looks much better.
Here’s a temp solution that hopefully get you on the right track, you should be able to achieve this: [www.youtube.com/watch?v=JS9qImIdiKg][3]
I used the TemplateFloor model (although it’s a box, this following principle could apply if you make a custom cylinder static mesh) that comes with most of the UE4 templates, and scale the Z axis. Since the origin is on the top face, scaling the Z axis will essentially extend the bottom face like a rope that’s extending / retracting.
I did however, add a socket to the bottom face so I can use it later to move the hook itself with it (parenting would also scale the hook so that’d create a bug, at least with this method I’m using).
For BluePrint, I created an Actor class (I also set Auto Receive Input just to quickly test without physically using a control box of some sort) added the Static Model of the Cable rope as a component, and then a Hook Scene Component with a child Hook Static Model.
I set / clear Extend and Retract Booleans on mouse clicks, and during the Event Tick I’m checking the two Booleans and deciding with the selector whether to extend downwards or up. And afterwards, I’m manually moving the Hook Scene Component to whereever the tag I added from earlier to the bottom face of the Cable.