How would you create a rail grinding system similar to sonic adventure 2 or jet set radio? I’ve been searching for a tutorial for an idea but haven’t been very successful.
I’ve found old forum posts but usually they don’t provide an answer and are 2+ years old
Hey @DoomBoxHero1!
Splines are a great way to go here. You can stick your character to the spline and move along it. Check out these non-Epic affiliated tutorials to help you get started:
Good luck with your game!
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This is fantastic! Thank you for taking the time to help me out!
Hey @DoomBoxHero1,
Just checking in to see if the above was the solution you were looking for or if your problem still needed help solving!
Hey thanks for getting back to me! I’m still having trouble with the issue.
Hey @DoomBoxHero1!
We can definitely help you figure this out. What do you have so far? Where are you stuck? Can you share your blueprints so far so we can get a better picture of what needs to change in order to accomplish your goal?
Let me clean up my blueprints and I’ll get back to you!
1 - For this I found a tutorial to try and get an understanding of how objects move along splines without a timeline. It works pretty well.
3 - This is picture 1 with their placement. They work perfectly fine and will follow the splines and loop but have no interaction with the player aside from the squares having collision.
2 - This is from the second video of the tutorial you posted. I tried to change it to a sphere trace because I wanted the player to have some leeway when jumping to a rail and gravitate towards it instead of having to be absolutely on it. I’m having trouble figuring out how to clarify the object type so it understands that’s what it should be looking for.
The skateboard tutorial was very hard to follow. I tried watching it before posting in this forum and it’s very confusing but has a good end result.
The problem I seem to run into when watching tutorials on how to do this is that they want to use a timeline which I don’t think would work for me because not all rails are the same length or they explain how to only connect to a specific rail and not account for multiple rails in a level.
edit: maybe I could use a timeline, I’m not really sure how they would effect the result if a rail is short or longer than another.
I think I’ll try leaving the array empty and have the hit component check for a tag and connect it to a branch