I’m new to Unreal Engine, so I’m trying to replicate what I learned from a Udemy course. My current task is to pull diamonds towards me using lerp and setactorlocation. I followed the instructions step by step, but when I use GetPlayerPawn, the diamonds go back to the starting point of the game. When I use GetActorLocation, they go to the coordinates (0,0,0). I can’t figure it out. I’m still a beginner and I need help.
You need to store the Get Actor Location of the Diamond in a Variable before playing the Timeline.
How i can make that? I just start 2 days ago, i realy dont know
- Create a new Variable of type Vector called something like Diamond Location (I see you already have 2 vector variables in the video above).
- Drag the variable to graph and select Set.
- Connect the True pin of the Branch to the Set node’s white execution pin.
- Connect Get Actor Location to the Set node’s Vector (yellow) pin.
- Connect the Out Execution pin of the Set node to the Timeline’s Play Pin.
- Use the newly created Vector variable (Diamond Location) as the A input in the lerp (vector) node.
That’s interesting, Can I see the blueprint of how you’re moving that ball?
of course
Ok, looks like you’re applying torque to the sphere. Is the Sphere the root of the blueprint? Can I see a screenshot of the Components list?
Currently “StaticMesh” is the root Component, not “top_oyuncu”. drag top_oyuncu and drop it on StaticMesh to make it the root component.
Instead of
it should be
Since you’re using Get Player Pawn → Get Actor Location it’s getting the location of “StaticMesh”. But you’re moving “top_oyuncu”. The Pawn itself is still at the origin and not moving. That’s why the diamonds are not moving towards the ball.
You are a very kind person, the issue has been resolved. Thank you so much, well done
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