x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

How to update blueprint class position with physics calculations?

So I have a blueprint actor (It's just a cube) that has physics enabled on it's cube component via the checkbox in the blueprint editor.

I want to record the transform of this actor in C++ and add it to a vector list of FTransform (which works just fine if manually moving it via code / blueprint nodes) but the actual cube component itself is the only entity that has it's transform updated via physics.

So initially the actor's position for the blueprint class is set to 0, 0, 10. If I start kicking the cube around, that position never changes but the cube component's position and rotation do change.

How can I apply physics calculations to the blueprint class ? alt text

If for whatever reason this isn't possible, or it's long-winded, how could I grab a component of this blueprint based on the tag for that component in C++? (Since I'll have a bunch of different blueprint actors with varying component names).

I was thinking of storing and accessing the transform of the cube component instead which is why I'm asking the above as an alternative solution.

Product Version: UE 4.9
Tags:
image.png (37.1 kB)
more ▼

asked Mar 02 '16 at 11:11 PM in Using UE4

avatar image

Blueberry Bandit
3 2 5 7

avatar image Blueberry Bandit Mar 02 '16 at 11:43 PM

Alright, figured out how to achieve this. I just right clicked the mesh from the content browser and created a blueprint from that rather than constructing a blueprint from scratch and then adding the mesh as a component.

I'll leave this open still for anyone who is willing to answer the C++ question I have.

(comments are locked)
10|2000 characters needed characters left

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question