Projective Movement or Blueprint-coded behaviour?

Hi there,

I’m new to UE4, trying to wrap my head around it. My background is more artist-related, so my coding skills (if any) are quite few.

I made this game with a 2D engine called Construct 2, http://gamejolt.com/games/arcade/derez-infinite/17498/

So as a first approach to the engine, I’ve watched all the tutorials and blueprints seems quite friendly! I decided to ‘port’ this game into UE4 but 3D instead of using Sprites.

The thing is, in the previous engine I used some Bullet behaviors quite similar to the Projectile Movement that comes with the Blueprints to spawn the buildings, so I’m trying to make via blueprints a procedural generated building. I have no idea what I’ll do when it comes to materials and mapping, since in the original game are 9patches, but I’m gonna worry about that later.

Now what I have so far, is a blueprint using this projectile behavior, using a box collider and a static mesh with no collisions. My player (for now) is the default Character class blueprint.

What I feel is that the engine is having some trouble to manage the collision on this ‘moving’ object. Maybe it’s because it’s treated as a projectile, and I have to do it another way.

Do you think it would be best to make a custom movement to the buildings? If so, any hints on how to do it? I’m thinking something like / Every update: +1 to the X of the component, but maybe there’s another more elegant way to do it.

Thanks in advance! Sorry if the question is to n00b :slight_smile:

Luke

Hi man ,
if you are starting start with basic clean actors. its simpler and you have full control on it , will be easy then understand the componentmovement.

So i suggest you to use all clean actors.
put a random 3d in the actors and be sure they have collision on the mesh.
be sure that collision match each others.
in unreal you have a preset of “channel” like visibility, destructable, veichels
and you can set them to Ignore, overlap, or block the others.

In your level place some big cubes and your new actor .
Be sure that the mesh of your acctor is set to BLOCK all, And the cubes in the level too.
Now in the actor you made , enable the input
And use some keyboard event to add-local-location to the actor.
Beware that keyboard event happen just 1 time, so you have to hit them more then 1 time to “walk”.

So use the Keyboard to set some variables booleans, to RIGHT? LEFT? JUMP? on press set 1, on release set 0
Andd in the tick event use the Branche (IF)
if the boolean Right is 1, move actor 1.0.0
if the boolean left is 1 , move actor -1.0.0

play with this stuff