Path Follow plugin

Hi,

following a spline path is no problem. A spline path could be used for generating mesh along it (since it’s basically regular ue4 spline component) but it’s not intended use. You’d have to implement this on top of the plugin. Take a look on docs (with FAQ) here. It should be more clear.

How do I package my project with this plugin? When I am trying to package it, its throwing unknown error.

Thanks,

Hi,

could you please send me build log files to jirka.dockal@gmail.com? They are located here: C:\Users\UserName\AppData\Roaming\Unreal Engine\AutomationTool\Logs\ and here:ProjectName\Saved\Logs.

Thank you.

Hi Jiri,
Awesome work! Any ETA for 4.13?

Thanks,

Hi,

thank you.
Update for 4.13 was submitted last Friday. Waiting for Epic processing. Should be out soon.

Thank you for your patience,

Jiri

UE 4.13 version released on the Marketplace.

Release notes:
New: Experimental support for Time Based Speed Points - allows for smooth stops on single path
New: Plugin now comes with precompiled headers for all major platforms including mobile: Windows, Mac, Android, iOS, HTML5
New: Proper physics simulated components support
New: Support for local space rotation mask
New: Modulate (multiply or add) a value to speed when using speed curve
New: Rotation modulation support - add or multiply rotation by factor value
New: Ability to retrieve event point delegate by its index

Bugfix: path end/start location detection was not working with easing
Bugfix: visualizer rotation point wrong rotation
Bugfix: removed unsed simulation space enum
Bugfix: APFPathBase UPFPathComponent property category missing
Bugfix: Numerous text strings regarding curve editor
Bugfix: missing speed modulation properties comments
Bugfix: TeleportPhysics property available for write in BP
Bugfix: Visualizer new distance value clamped to path lenght when moving point outside a path
Bugfix: Better tooltips

Grab your copy here!

Cooper

Please add more tutorials !

Upload some Steering Cars Tutorials, please !

How to make vehicles? Please!!!

any date for 4.14???

The code is ready. Will send the update to EPIC very soon. Then around a week for processing from EPIC side.
So all in all around 1-2 weeks.

Hi,
when I enable the plugin in UE 4.14.1 and play in the editor <standalone game> the game crash (only in standalone game)…

My sistem: Windows 7 x64 dx11

some data for testing:

  1. Create a new project in UE 4.14.1
  2. Dont’ use the plugin in the project, active it only
  3. start play standalone game
  4. Move the actor
  5. The game crash…
  6. Then, disable the plugin and all work fine

Hi,
thanks for reporting. Known bug, fix is on its way;)

Hi Jiri,
I would like to make a system where a 3rd person camera on a predefined curve would follow a player driven vehicle. Would this be possible with your plugin?

Sorry for poking again, I’d like to take advantage of the holiday sale :slight_smile: So here’s my question, a little more in detail:

I’m making a racing game. The player is driving a car on a race track. I want the camera to follow the vehicle. But I need the camera to move along a curve above the race track. And I need it to stay at a certain distance behind the vehicle, preferably using the spring arm mechanics to dampen the speed changes.

Would I be able to use your system (in addition to some blueprints) to make something like this?

Happy holidays :wink:

Thanks for this great plugin. I’m a bit of a rookie but I can’t manage to make my car’s wheels spin when it follows the path. Please, help :wink:

Hi,
Great plugin however I’m having an issue that might be related with what Thunderstruck posted.

If I run a game in standalone mode and press any key (CTRL, ALT or SPACE for example), the game will crash.
Do you have an ETA for the fix? We’re a bit under pressure and this bug is a show stopper for us atm.

Thank you,

Hi I have purchased this plug in and really disappointed at the documentation. I am a newbie to Unreal and I am struggling to get the hello world example working. Are you going to improve the documentation? The path owner property won’t select the path blueprint, my object will only go backwards. I can’t rotate it to go forwards. Trying to fix these issues crashed Unreal. It is really frustrating the amount of time I have spent trying to get a basic example working

Hi, I’m experimenting with the plugin just few days. I agree that documentation could be more robust but for achieving some goals it is in my opinion enough. If you are completely new with UE, then that can be small problem if you don’t understand concept of blueprints and components :frowning:
If your object goes backwards, then you started to extend your spline on its start, not end (I made same mistake), this can be fixed with checker Reverse which is added as PFPathFollower component on your actor (eg. player). One problem which can lately happen is, that speed and rotation curves bound to paths will NOT be reversed and their setting is quite complicated. So better is to start draw new spline from beginning. You can verify that you are extending correct end by moving the spline’s node (white solid cube) with ALT key, that will create new node connected to the previous node. If this node will be connected to other end of the spline, then you are expanding first node, not the last one.

Hi,
Any news on the bugfix for this: “If I run a game in standalone mode and press any key (CTRL, ALT or SPACE for example), the game will crash.
Do you have an ETA for the fix? We’re a bit under pressure and this bug is a show stopper for us atm.”

Thank you