Very new to Unreal so I also don’t know how to get the camera to adjust to a scaling player character. But my current goal is to try and get the player character to continuously scale when standing in the emitter zone. Currently I have this but all this does it scale the player once but not continuously. Not sure what I have to do to get it to constantly scale when standing in the zone.
What is the node you have the start scale and end scale connected to before the Timeline? Thanks for the help. @ClockworkOcean
It’s just a SET node for a vector variable.
Thank you for the help
@ClockworkOcean Any ideas on how to get it to reverse player scale to default smoothly?
I currently just added a timeline to the delay after leaving the zone with the lerp starting with my end scale instead of my start scale but it seems pretty jank, I don’t know a better way to get it to smoothly revert to the default player scale from the ending scale it grew to from standing in the zone.
@ClockworkOcean Not sure what’s messed up. I tried your method here and things gets super jank.
@ClockworkOcean How do I target the timeline component with a stop?
The TLs are components
@ClockworkOcean Realized I had context sensitive on and it wasn’t showing me the timeline component when searching stop.
Still after making this change it doesn’t reset my scale to 1,1,1 and just increasingly shrinks me when leaving the zone. Does it have to do with me having the original event be on component overlap instead of on actor overlap?
You need the stop timeline node in the top code also.
Is your curve in Timeline_0 still going from 0-1?
@ClockworkOcean My curve in Timeline_0 is the same as Timeline it’s 0-2 2 second length.
Also would the stop timeline be for Timeline_0 or The original Timeline? Also I have no idea where I would have to put it into the sequence. Very new and thankful for your help.
They should go from 0-1, that’s how lerp nodes work
See my code.
Sweet it works thanks! Any article or book or guide I should read or video to watch to understand these components more? Like lerp value needing to be 1 instead of anything else. I assumed the value was related to the intensity of the scale speed. So would I just have to lower the time to make the scale speed more intense?
Like for instance in this blueprint I have where I made a keybind to increase and decrease the scale of a Rock in my timeline to make it smoother the value is 2 and it worked fine so I assumed it was right. Or is that value causing the rock to grow and shrink more that it actually should when I trigger the keybind?
Looking at it now actually I’m assuming it works because the values in the lerp are two static values to flip flop back and forth between.
@ClockworkOcean Again thank you very much for the help, very good learning experience
For lerp, it’s always between 0 and 1.
If you put 2, it will do something, but not what you want. In this case the rock was going between 1 and 3. If you want it to happen more quickly, then just make the TL shorter.
There is no universal font of knowledge, I’m afraid, just reading lots and watching lots