Scrolling Planes and choosing it in scene using BluePrint

I did [post][1] it already but no response finally I found partial solution for that now If anyone of you help on this topic then I’ll found final solution.

I’m trying to move the plane to targetpoint, If I press ‘Y’ All Planes will move to next TargetPoint If I press Once again It have to move once again to next Target point Vis versa If I press ‘X’ all Planes have to move to back targetpoint like in above picture

I tried and I did for single move if I press Y All plane will move to next targetpoint but if I press once again it won’t move this is my blueprint

How to move Forward and backward while pressing Y and X?

Hi Rasa,

Let me introduce you to the Timeline Node. This allows you to create nice, timely movement with the precise control using curves. I’ve taken the time to create a quick example of what you showed up above and hope you can poke at this, and find what you’re looking for.You will find I’ve adapted the Puzzle Example, and made some changes to their grid to print them out horizontally. Then the individual blocks have a command which tells them to move, and I’ve put them all in an array. From there, I tell them all individually to move. Limiting playback, this should create the platform for a nice sliding block menu? Enjoy!

Timeline Nodes
https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/Timelines/index.html

Sample Project

Peace

Peter L. Newton

[Thanks For Your TIME]line. Is there any tutorial for this type of stuffs, Can u explain bit more on this. I took a look at your sample Its great. Thanks

Trying to get an idea of your issue. Are you having trouble figuring out where they need to go or is this just an issue with visually animating them smoothly between locations?

The first Plane have to reach one by one targetpoints by pressing keys nad have to come back by pressing key, this have to do for all planes .

I notice the Timeline Nodes isn’t as accurate, so it may be worth replacing a system that does a similar movement more precisely. If you were using this for a menu.

This system is pretty straight forward. So we have a few things happening here.

First we create an actor which the Player Controller can interact with. This is our Block Generator. Next we create a way for our input to be translated into actions. So we assign keys such as A or D to events which will move the boxes generated, left or right. Our block generator is responsible for generating the blocks, and storing them in an array for later use. Then blocks individually have logic which tells it to move a certain distance left or right. We call that logic from our Block Generator to every block in array when we hit either Left or Right which is translated to A or D for the player.

So if you created new logic to move them left and right individually, you’ll be set.

SilentX’ - Is ther any way to finish like what I asked above bcz I’m using Sensor to get inputs so I’m using camera in other blueprint. Its too clumsy to integrate with Puzzle Example. So I hope i’ll get

You could yes. I would suggest creating a target array on your main actor which your player inputs to. Assuming this actor is already on the level, you can link in your target points in the array of said actor. Then on Begin Play or Construction you want to create a plane for each target point and storing the created plane in the main actor in another array. From there, if you create logic on your planes to move left and right a certain amount on a given event.

The event will open a gate which will update the plane to move that specified distance in the given direction.

This can be calculated by determining 2 things for your planes; distance and time. If you then multiply distance by delta seconds, then divide it by the seconds it should take to transition. You get the translation over time.

So basically like I’ve done in the example. The input sensor will send the actor move left, your actor will notify the planes it created to move left. Then each individual plane will move the predetermined distance over time in the direction given.

I could demo this for you but I don’t have your project.

Here is a later version of the project with movement precision.

Thanks Lot SilentX… Now one more help I have a Bool variable in My own BluePrint and I have to acces that in Level Blewprint how?
I reffered these links Communication Blueprint and some of UE4 AnsHub that solutions are no use…

Once you have the actor selected in the World, open the Level Blueprint. Right click any where, and you should see an option to add the option selected in the world.