I am trying to do a floating platform that reacts to the implicit “weight” of the character. Basically trying to simulate fairy tales physics. (Using blue prints, but something tells me this requires c++, although I hope it doesn’t)
I have this mechanics in my mind, where the character overlaps a collision box and begins to animate a component on its Z axis in a sine wave manner, indefinitely until I step out of the box.
I managed to do that, but when I step out of the collision box, the component updates its Z position and even worse, the animation starts again back where I am telling the Timeline node the Z value is.
It would be cool if the platform takes its current Z position at the moment the character steps out of the box, and from there convert the Z position back to its original position through a sine wave that gradually reduces its amplitude.
Also, the Z value should hit a threshold where the gradually reducing sine wave stops reducing and just completes its 360 degrees phase.
I lack the power to demand this to my computer. Please help me communicate with my computer!