Using Timeline to move StaticMesh struggle

Yes. Have a look here:

Timeline should really output a 0-1 float track that serves as alpha to Lerp between 2 values. You prepare data before the TL starts and then use the TL’s output to shift between those 2 locations.

This way you have a single vector variable and the actor would move by that much each time the timeline is activated.

Hello UE community

I have a BP class which I can move left and right.

I want to be able to move the staticmesh in more directions, without duplicating the class and creating a ton of timelines.

Is there an easier way to do this? I will attach a picture of my nodes.

Right now I am just checking if a boolean is true or false, and have 2 timelines. Is it possible to have all this in 1 timeline, instead of creating duplicate classes and multiple timelines?

I would generally do as follows:

  1. In the Timeline, create a float curve that goes from 0 to 1;

  2. Add 2 Box Collision components and set them to No Collision;

  3. Make your float curve act as Alpha for a [Vector Lerp] node, where vectors A and B are World Locations of the Box Collision components;

  4. After placing a blueprint into the level, drag the Boxes to where you want your mesh to move;

  5. Now your mesh can move between these two points. Play the timeline forward and reverse instead of using bools.

Billboards are neater than collision boxes with no collision because they have dragon heads, and you can’t beat that!

336730-screenshot-5.png

Sick camel? :frowning: Just look at them furrowed brows!


But I do agree, boxes can visualise initial / final locations better and you can actually get their full transform + extent if necessary.

Oh, that’s a dragon? I always thought it was a sick camel or something =)

I just like collision boxes because you can resize them and visualize where the mesh would be when it stops moving.

337464-udklip.jpg

looks like this guy.

the code in Changing Text3D Location Progress over time? - #2 by Everynone gives me an infinite loop

If you have a Block Actor spawning the same Block Actor (which spawns another actor (which will spawn the same actor (which will spawn the same actor)))…, that’d be an infinite loop, sure.

Don’t do that. Spawn it elsewhere.

Yea I tried creating a new actor with that code, but the result was the same? But I figured out how to make what I wanted with inspiration from your code!

Just edit location B for the end point of the Mesh