How do i build a circular/curved moving walkway in blueprint?

Updatequestions:

I played a bit around with the moving walkways and so i had an even better idea for my level.

So i need a way to build curved moving walkways.
The moving walkways should sit on top of a circular disc or donut.
And if you jump on the walkway then it should carry you around the circular disc.

Beside of that,the disc should envelop a huge zylinder and the sidewall of the cylinder should be made out of moving walkways which are 90 degree perpendicular/rotated to the ones on the ground.So that you can jump against the sidewall and will stick to the moving walkways on there,like you woud be holding on to something and would be carryd around the zylinder on the moving walkways in the sidewall.Basically like you would be sitting in a carousel and cant move but still can aim, shoot and look around and your movement follows the path of the sidewall-walkways.

Beside of that if you dont have an answer to 1 or 2, can you tell me where i will find a good tutorial for those kind of advanced movement things.You can find simple tutorials for moving plattforms and setting up your jumphigh.

But where do i find tutorials which include the following things:

1.traveling on a fixed given pathway through a level with a fixed movementspeed and the ability to look around and shoot freely.

  1. walking around not only on the ground but also on a surface in any direction, like walking around on the surface of a levelgeometry which is rotating in a room-kind of like in super mario galaxy.

Can i use some spline to define the pathway ? And when yes how exactly do i do it?

allready answerd questions:

Hi,

I am trying to build a moving walkway ,where you can stand still on it and it moves you from poin A to point B , like you see them on airports.

The most unefficient/ hardware wasting way would be to build real tiles and define with martinee an actual path for them. Only the side you see and let them constantly spawn at the beginning and despawn at the end.

But… cant i instead put a detection box over the geometry which adds velocity in the direction of the walkwaymovement to an player who collides with the box and fake the moving tiles with a shader which does only look like a moving walkway ???

It must work in multiplayer.I just started in unreal engine 4 a week ago so i could use some help :wink:

Anyone ?
I could realy use some help or a tutorial on this one.

Hi digital earthquake,

Here is the solution that we came up with.

  • You can build your geometry anyway you like, I just used basic shapes for testing purposes.

  • Create a small Box Component in your blueprint that covers your entire Conveyor Belt area (I left a small gap on the sides so not to trigger the overlap while walking against the outside).

  • Add sphere components, one for the Beginning and another for the End.

  • In your blueprint Event Graph, create a Timeline that feeds into an Add Movement Input node.

  • Recreate the blueprint pictured.

  • Add a panning texture to the conveyor belt if you like.

If you have any questions, please feel free to ask.

Cheers,

TJ

thank you a lot.
Very cool stuff.

Ok so i have played a bit around with it and in the process of that i had an even better levelidea.

So i need a way to build curved moving walkways.
The moving walkways should sit on top of a circular disc or donut.
And if you jump on the walkway then it should carry you around the circular disc.

Beside of that,the disc should envelop a huge zylinder and the sidewall of the cylinder should be made out of moving walkways which are 90 degree perpendicular/rotated to the ones on the ground.So that you can jump against the sidewall and will stick to the moving walkways on there,like you woud holding on to something and would be carryd around the zylinder on the moving walkways in the sidewall.Basically like you would be sitting in a carousel and cant move but still can aim, shoot and look around and your movement follows the path of the sidewall-walkways.

Has anyone created a blueprint in which the player moves automatically on a fixed nonlinear path after entering a trigger volume and can move free again after he jumps out of the same triggervolume again?

Ok i have found the dynamic spline examples in the content example libary in the learning direction of the market place - I have not implemented it yet but it looks like you should be able to add a timeline which updates the characterpath on a spline.Hopefully it works.