Hi,
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][1]) 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 (
).
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 (
). 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 (
). 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.!