Plane Propeller

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.

Thanks for any help.

To make a mesh spin you could just use the “Add Relative Rotation” node in the tick event.

The “Add pin +” node is just a float * float node :stuck_out_tongue:

"add pin " lets you do more than 2 mathematical operations, In your case, it will let you multiply an additional thing. Click it and see.

[=TK-Master;290041]
To make a mesh spin you could just use the “Add Relative Rotation” node in the tick event.

[/]

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. :stuck_out_tongue:

Might be worth using a timeline node instead of event tick (as apparently that is more performant)

You can just use a rotating movement component which puts a constant spin on your blueprint with modifiable parameters.

[= ;290312]
You can just use a rotating movement component which puts a constant spin on your blueprint with modifiable parameters.
[/]

I believe you can only rotate the root of the actor with that component though (so the whole actor :p).

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
[/]

Thank you, I’ll do that.

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

zen artist how do you get the p40propeller box? Obviously that’s your mesh but I don’t get how this would work with 2 separate meshes.