What my blueprint CAN do:
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Set all static mesh actors in a circle around Z-axis (0,0,1) at a radius of 500.
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Rotate objects in the circle with keys 1 and 2 for different directions.
- Degree is float: 360 / (number of meshes) - Position index is: float (with integer value) to determine which mesh should be in which position by multiplying it with Degree. - 4 meshes Position index = 0 => Obj1=0 Obj2=90 Obj3=180 Obj4=270 - 4 meshes Position index = 2 => Obj1=180 Obj2=270 Obj3=360 (0) Obj4=450 (90)
What I WANT to do:
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Rotate objects in the circle with smooth movement instead of “teleportation”.
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(Later I would want to fade objects in and out when rotating, but I think that can be solved with material instance and opacity. If there is a better way, let me know!)
What happens is only the last object in the array moves: