Hey guys, I’m making a game where you jump from one platform to another.
The platform I’m using is “S_NEC_PILLAR_SM_DECOPILLAR1”. I have a trigger in place, which “on touch” -> matinee.play (the matinee makes the pillar fall down slowly over 5 seconds).
PROBLEM1: The collision on the pillar disappears when the matinee is set up. (I’ve tried multiple models, redefining collision, setting block_all, etc.)
PROBLEM2: Trigger.untouched -> matinee.reverse (I was the platform to go back up from how far it went down when the user steps out of the trigger. (It doesn’t go back up)
Any help on this would be wonderful as I’ve literally wasted hours trying to figure this out…
Yep, they are from the same company, but this forum is just for the UE4 Here is the official UDK forum where you can get support from UDK guys: https://forums.epicgames/forums/366-UDK
(But of course when I can answer the question I will also do it in this forum ;))
@ Pured which collision type are you using? So how have you made your collision?
As for the collision type I am using, I tried models that my modeler made (collision) made on another program which works fine (until I do matinee).
However, that model started disappearing when I did matinee, so my teacher suggested I use the ingame models since they don’t disappear. I tried a few of them, I tried making copy of the models and changing their properties/collisions, and at least this time it doesn’t disappear, but there is still 0 collision with it. (It has perfect collision before I put matinee).
I think I have tried every option that mentions collision, but as soon as matinee is added, the collision is gone.
The only thing I can think of is that when I convert the model to a “mover”, it loses its collision. I have tested it, and that is the case, So now I add the collision back into it “Block_All” after making it a “mover”. Now it has the collision, but it disappears instead of moving… It’s driving me crazy.
Create your model in your 3d program
create a collision mesh (UCX_meshname) -> ?v=a4CP7cpSqrE
import it
place it
right click onto it -> convert -> to mover
with the mesh selected press F4 -> change the collision to block all
now with the mesh selected create a matinee sequence e.g move it down with the movement track -> how have you animated it in matinee?
Here is the video showing what I do. (tried this with both my models and the UDK sample models) Sorry my mouse isn’t recorded, but you can still see what I’m doing.
First run = collision is there, model doesn’t disappear.
Second run = collision isn’t there, model doesn’t disappear.
Third run = collision is there, model doesn’t disappear.
Fourth run = forgot to attach the kismet.
Fifth run = collision is there, model disappears.
1- I have, it is the same thing, the problem is with the matinee, not the trigger/delay.
2- I tried, made no difference.
3- ://speedy.sh/NrRdB/testpillar.zip
Hmm, I dont get a problem when I try it with your mesh. I just created the collision in blender (just copied the mesh -> named it UCX_name) -> imported it -> placed and converted it to a mover + set the collision to block all -> then I created the matinee
Oh wow. I tired yours and it worked.
Then I try and move the mesh into my .upk → convert to move → set collision block all → matinee… and then it disappears when I step on it…
I also added the Attach-to-actor thing, thought that might make a difference, but it didn’t.
Ok, make sure to post the solution/reasone when it works after they tried it out Otherwise you can also add me at Skype so that you can send me your package and map (of course without all other meshes) -> ()
Yes, thank you for all your help.
If we end up getting it to work, I’ll post the problem here.
However, we’ve decided if it doesn’t work, we will just do the level without moving platforms.