[Request] Mesh Particle Local/Global rotation rate.
I am currently working on a lot of particles, and unless my knowledge of them (from both ue4 and udk) results in missing something, I think I found something that is currently not possible.
I created a "tentacle" which I need to rotate on the Z axis:
Now I want it to rotate around the core on the X axis:
Now I want to combine the rotation of image1 with the rotation of image2:
Since there is (afaik) no way to keep the rotation of image1 local, it combines both rotations and does not give the result I want/need for this particular particle.
Is there a way to do this?
Edit> so far nobody seems to know a way to do this, as of that I honestly think this should keep the [Request] tag untill someone does find a solution.
Note: I could rotate the particle through BP, but I prefer to not have any additional BP's to an already difficult setup.
Hey Luos -
homeRye is correct the way you are going to want to implement the effect you are looking for is through a Blueprint. Here is one possible solution for you:
Good Luck Eric Ketchum
answered Apr 29 '14 at 06:44 PM
Lovecraft_K ♦♦ STAFF
Hello Luos -
If I understand what you trying to accomplish, you are going to need an Orbit module in addition to your Int Mesh Rotation Rate module. The Mesh Rotation will handle the spin along the Z axis while the orbit module will handle the rotation about the X axis. Keep in mind, the pivot point of your tentacle mesh will be vitally important to make the effect function the way you want it to look. Here is a link to the documentation on the Orbit module:
Let me know if this fixes your problem, Cheers - Eric Ketchum
answered Apr 28 '14 at 09:09 PM
Lovecraft_K ♦♦ STAFF
If I am understanding this correctly you want more of a parent/child relationship, I cannot think of a good way to reliably do this in Cascade alone. I think your best bet is to use an actor and Blueprint/timeline/matinee whatever to control the rotation of your entire effect.
answered Apr 29 '14 at 02:09 PM
I have tried a few different things in Cascade, without creating an actor and then giving the actor rotations via a Blueprint, GameCode, or a matinee in levelScript I cannot think of an effective way to do this in Cascade alone.
You need one more level of hierarchy in the system in order to rotate all of the components as a whole. You could experiment with EmitterDirectLocation modules combined with the SourceMovement module, but you still need
You also need all of them to be in local space to make this work.
answered Apr 26 '14 at 02:30 AM
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