Spaehling
(Spaehling)
October 3, 2014, 6:05pm
11
Just wanted to add one thing, I can not seem to find my BP containing the lag system, but it is really simple to make a basic setup. I had used the vehicles speed input into a Map Range (float) node, so at a given speed the camera distance gets pulled back at a pre-determined distance, then feeding that to the spring arm length, or camera location. You would want to call an event on tick for to work.
The error tolerance values in the Nearly Equal nodes above are simply there so it does not continue to try and close the gap between 0 and 0.05, value can be changed to whatever you need, but will keep the camera from trying to reset itself infinitely (eventually rounding errors will cause it to stop getting the delta of the two, but it is not necessary once the value is so close to 0). Then you will want to call the event whenever Steering, LookUp (Camera Pitch), and Look (Camera Yaw) events are fired.
EDIT: Also make sure the camera is set to NOT “Use Control Rotation”, however the Spring Arm IS set to “Use Control Rotation”, as well as Inherit Pitch, Yaw, Roll are all checked for setup to work.
Also, I just downloaded ver 4.5 Preview off of the launcher, and there is a new “Advanced Vehicle” template that uses a car almost identical to Xenome’s UGV link I posted earlier, it has the advanced suspension with collision and physics constraints all set up, and could be a big help. Just launch the editor, and there is a new project type called Advanced Vehicle.
Thank you so much
The script looks very nice and i will try it out later.
i dont use the launcher anymore so i missed that advanced vehicle template ;D
I included physx headers in my code and use some physx classes
like PxVehicleDrive4WRawInputData RawInputData;
That is workign fine so far as it compiles but the debugger in the texteditor doesent know them and therefore all is red marked.
Do you know how to tell the debugger to include these or is something i have to live with?
Have a nice weekend