Issues transforming static meshes spawned from blueprint
Hi everyone, I'm new to this so apologies if I'm asking questions with obvious answers.
I'm having issues moving blueprint static meshes spawned from an array. Each loop creates a few meshes (their positions are obtained from a function) that I want to move towards the player at the same time in a linear fashion, however only the first mesh from each loop moves and it stops moving when the next loop starts. I've included a screenshot of the relevant part of the blueprint below, I hope it is of some help.
It sounds like you're doing the Spawn in a loop, right? If so, Tick is only grabbing the return value of the most recent loop iteration and moving its Static Mesh Component. If you want to perform AddLocalOffset on each, you need to reference each individually. The easiest way to do this would be to use an array:
Obviously your values will be different, but this is a basic setup to emulate.
Hope that helps!
answered Oct 22 '15 at 09:40 PM
Your event tick is not connected to the rest of your nodes. What you need to do is use a get world delta seconds node and multiply your vector with it.
answered Oct 20 '15 at 12:49 PM
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