As the title says. I need some help making a blueprint that works like Bioshock Infinite’s Skyrail I edited some of my gameplay footage to show what I want to do with my blueprint
( Ue4 skyrailBPhelp - YouTube )
This is my base spline blueprint. Its a simple spline from a tutorial I used.
I have nothing else using it in any way possible.
I’ve got the debug working and an attach somewhat working. Attach sends me to the start of the line but then physics kicks in. I forgot to mention it is scanning off of the spline mesh and not the actual spline itself. I don’t know if that will be an issue but here are some screens of what I have. (wasn’t able to work on it last night so this is from today)
(I am also looking into that zip line Bp as well. I’ll see if I can learn anything out of it)
you need to take the hit result and cast to the spline to reference it. then convert the impact point to distance via the function I previously posted. then use ‘get location at distance’ node to move the player by increasing the distance along the spline.
It could be set up either way. I would probably do most of the player movement along the spline in the player bp, but that’s personal preference. You could set up an interface that tells the spline to grab the player and move it around.
drag a line off the “hit actor” and cast to the skyline bp then set that to your skyline ref variable.
the coordinate space will need to be set to world not local. all the spline nodes are local by default so just remember to switch them. or whatever makes more sense to you I like working in world space.
Then if you just add an arrow component and set it to the location being returned there. the rotation is just the ‘get tangent/direction at distance’ ‘rotationfromx’. Set it to visible in game and make it big enough to see.
After all that you should have the preview arrow like the one that was in the vid