Hi.
I would like to spawn actors randomly but only at the outer region of a box.
maybe someone could help me with a small example.
Thanks
Hi.
I would like to spawn actors randomly but only at the outer region of a box.
maybe someone could help me with a small example.
Thanks
You can tell the difference between two boxes like this:
Here, I’ve excluded part of the outer box:
At the moment, the smaller box is on the corner, so you can see it working. But you can put it in the middle.
Thanks for your Answer. unfortunately the actors spawn inside the box. i actually wanted them to spawn randomly only on the outer surface of the box. Do you know how to do that.
You’ve just got the boxes the wrong way around. Everything spawns in one, and not the other. Just make sure you put the NOT box inside to DOES box
Yes it worked. But the problem is that only actors who are between the boxes are spawned. How can I make sure that all the actors are spawned exactly in this area and not if they happen to be there?
It wont spawn in the inner box. So if you position that directly in the middle of the outer box, does that not give you what you want?
I think I might be missing something here, maybe you can do a diagram?..
by the “is point in Box” query, only actors are spawned that are between the two boxes… which is what I want. The problem is that I have no control over how many are spawned between them.
What I actually want to do. In my sound system, sometimes random sounds are dropped around the player to give the scene more life. Since everything takes place in buildings, the sounds have to “come out of the walls” and not in random positions around the player. I should have written all this in advance ^^
That’s why I need to control exactly what and when I’m spawning on the surface of a box that I use as a reference.
Ahhhhh… totally different thing…
If you want random sounds coming apparently from the walls around the player, I’d use a line trace. If you hit a wall / ceiling etc, then make a sound eminating from the impact point.
How does that sound ( so to speak )?
Oh you are absolutely right. why didn’t I think of it ^^ When I get home later, I’ll try it right away and let you know
Like this:
You have to make a sound attenuation definition for the spawn, otherwise the sound will have no localization.
thank you it works great
another question: do you know how to upmix 2d sounds (music) and assign them to different channels. With Sound cues this is done by non-spetialized radius. But Sound Cues do not make sense with music, because the music do not exist “within” the world.
ok. thank you for your help
No worries.
Sorry, don’t know anything about channelling music track, probably best to start a new Q