Hi, I’ve been trying to create a 3D radar system and think I got the super basic stuff right, except that it now seems like it’s been the opposite. If anyone has insight on this I will gladly accept all help I can get, even get some ideas regarding this. Thank you in advance for reading this!
Some screenshots regarding my issue:
I really think it’s something much simpler than what I’m trying to do but I think maybe a few hours sleep I might understand something more. If I find the solution I’ll reply on this post with the info
Hi!
Do you have any insights regarding this problem? I have made no progress I did try changing the blueprint twice from the beginning, even tried some C++ with no effect.
Would love to know your opinion on this, thanks!
i use only blueprint and i pretty sure we can do whatever we want XD
can you clarify what mean 3D radar? and how you want to show it ?
because from the screen i dont understand
I am sorry for confusing you, ok so the way I intended it to work was the green little ship (as in the screenshot , is this ship (the one occupied by the local player) and the blue one is a random ship it picked up on the radar.
So the further away the random ship is from the green one , it would show it clamped on a range that would be defined by the minimap’s scale. Also where the ship is looking at isn’t really a problem since it’s just a simple get actor’s rotation. The problem on the matter is only how to set the location of the nearby ship on the radar
Thanks again for reaching out
be sure to get that there is a World orientation/position of the things
and a relative Orientation/position of the things
so you have the blue spaceship in the wrong position surely for this reason
and you will have the same problem with orientation .
the simpler thing i can think of an example to do , and print stuff to understand :
add a scenecomponent. to your spaceship.
it will be a child of you so it will be relative to you.
now get the spaceship world position and rotation
and set your scenecomponent to that world position and rotation.
now you can read the relative rotation and position of the scene component
and it will be relatie to your ship.
Otherwise there is a node that is named Make relative transform ? i think?.
Long stuff explained complexly here:
lets say you are in 0,0,0 and B in 5,0,0
if you are rotated 0,0,90 than B is in 0,5,0
so the relative location is child also of your rotation.
its a little mess of vectors
you may calculate them manually but try the Scenecomponent trick first to understand it
The idea is to clamp to mini maps radius actors that are outside the threshold (var goes from 0.0->1.0), then when inside just map the distance to the minimap radius to give the effect that its moving from border to center.
I have tried what you mentioned sir but didn’t happen to get a result. I was experimenting with distance , I got somewhere , but the branch logic fell through. I am going to try what the gentleman above me has mentioned, I really hope this is it for me, I mean it does look like it , I am just a newb at this engine and replicating stuff is a bit hard for me. Apologies for the late reply, I have not stopped working on this one bit