I had started a thread in Animation but it has formed more into a Blueprint question so I thought I’d ask here.
I’m having a bit of difficulty figuring out how to created a continual spin in blueprint… I did find this example: https://answers.unrealengine.com/que…-in-place.html
But I am confused as to what the “Add pin +” node is:
Also, how would I implement that blueprint onto my propeller.
I was able to create an animated propeller using keyframes in Matinee by viewing it on “Loop” but I also don’t know how to make it play the loop when I hit “Play” in Unreal.
[=TK-Master;290041]
To make a mesh spin you could just use the “Add Relative Rotation” node in the tick event.
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Yes that is how I would do it as well. The longer and more difficult route would be to make an animation in your 3d software, importing that animation into UE4 and then playing that animation on Event Begin Play. But that seems like a bit of an overkill.
Thanks everyone, the suggestions have all helped! I ended up with ’ suggestion of adding an Actor Local Rotation to the Event Tick and I can change the Pitch value which works perfectly. If there is an even better way, please post it.
I imported the plane body separate from the propeller. Make sure you make the propeller mesh “Movable” in the Transform section in Details.
I will post the blueprint in case someone in the future can’t figure out how to rotate a propeller on a plane.
Currently your rotation is framerate-dependant which will cause issues down the line when FPS drops. You will want to do Delta Seconds * Pitch(Float), Split Struct Pin on the Delta Rotation so you can feed the resulting Float into the pitch value on Add Actor Local Rotation.
Doing his will ensure no matter what your framerate is, the rotation rate will be constant
[=DEDRICK;290577]
Currently your rotation is framerate-dependant which will cause issues down the line when FPS drops. You will want to do Delta Seconds * Pitch(Float), Split Struct Pin on the Delta Rotation so you can feed the resulting Float into the pitch value on Add Actor Local Rotation.
Doing his will ensure no matter what your framerate is, the rotation rate will be constant
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Personally once you hit a certain speed I would probably swap out the actual rotating meshes with an animated material that looks like they are spinning. Seems a lot more efficient and I can’t see users noticing the difference unless they are sitting there staring right at it the whole time which seems unlikely