Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Issue with animated textures


I am having hell (for the umpteenth time) with UE4. I am pretty aggravated at the moment, because Blueprint is proving to be more migraine-inducing that I thought it would be. But this is part of another issue (of a long list of issues) that's been causing me to want to pull out my hair.

As you can see, I had decided to have 1 camera feed and 2 animation textures for a starting point. I had set all of the Geometry Alignments to "Align Surface to Fit", as you can see in the preview screen (before) everything looks great, like I want it to look.

Then, I press Play. And as you can see, everything goes to hell in a hand-basket (after).

Help? I would think that I should be good, but I don't know if it's a glitch, or what? But it's so infuriating to get simple things working here for me (which seems to be the M.O. for me and UE4 at the moment).

Also I have ANOTHER, should be simple, problem. Here's a Blueprint for a VERY simple piece of logic, I have it on start the Event Tick function SHOULD set a Timer, after 6 seconds (when the "GO!!!" in my animation goes off), the box I have holding back the player SHOULD be destroyed (before timer). Sounds simple, right? Sounds like it should pause at the Set Timer, then Destroy the object, right? NOPE!

Instead, it just passes right on through to the Destroy Actor function (after timer). And this isn't like it's the first time I've had this issue (try getting an AI character to go to more than one TargetPoint). I don't know if it's just the way I'm doing it, or the Blueprint functionality is missing some polish, but it's leading to some pretty table-flipping-inducing moments (as the Branches don't work as well as you want it to).

Btw, I'm using 4.7.

Thanks for any help.!

Product Version: Not Selected
before.jpg (141.1 kB)
after.jpg (186.8 kB)
timer_before.jpg (123.0 kB)
timer_after.jpg (146.1 kB)
more ▼

asked Jan 25 '15 at 08:51 AM in Blueprint Scripting

avatar image

1 1 4 9

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question