I have a data table wich has x- and y-coordinates. I wanna make a blueprint wich moves an object to these coordinates. How do i do it?
Get Data Table Row
→ Break Struct
→ Set Actor Location
Assumed object is an actor.
It seems like with “Set Actor location” the object moves from the world origin to the point. How can i make it start at its actual starting location?
It seems like with “Set Actor location” the object moves from the world origin to the point.
That is correct. As in:
I wanna make a blueprint wich moves an object to these coordinates.
Are we animating something?
Consider providing more details.
- sound a bit like you want to animate actor movement between sets of coordinates, correct?
- what kind of actors are these?
- how is it all supposed to work?
- are these like patrol points?
- what kind of movement?
- is it time based?
How can i make it start at its actual starting location?
That will depend on the above bullet points. There is a lot of ways to move stuff around in UE. You choose the right tool for the job.
- a character patrols an area and walks between the coords
- an elevator goes between floors
- a robotic arm moves something from A->B
- we toss a physical object and want it to land at the target location
- we aim at targets and fire projectiles
- a bunch of cars are racing along a track described by a spline’s coordinate points
- player pushes a cart full of stuff along a path
- some kind of hybrid puzzle pieces movement
- ???
All of them would be different.
To answer directly with the most common thing people need:
Use a Timeline
to Lerp
between A → B coordinates, where A is the actor’s current location and B is the data pulled from the Data Table
.
Thanks for ur help. Im trying to animate a machine that has two moving parts. One moving only on the x-Axis and the other one on the y-Axis. The whole movement needs to be on the metal plate.
We’re getting closer. But again, depends on how complex the system needs to be, you’d choose a specific tool for the job:
- if it’s a really simple behaviour → use
Interp to Movement
component and feed it with data - for more nuanced behaviour, use the abovementioned
Timeline
+Lerp
- if physical simulation is needed, there’s
Physics Control
component
There’s also a matter of needing control. Do we every stop / start the machine? Does the data change dynamically? Does it need to go faster / slower? And so on.
Some methods might be better than others if the above needs considering.
I’d start with a timeline, most likely. This looks like ■■■■■■■child of a conveyor belt, CNC machine, and a 3d printer