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Best way to create a VR trajectory movement pointer

I'm just curious: what do you think is the best way to create one of these trajectory pointers one des see in many vr games. Those where you point and a bend beam points to the place where you can move.

I am trying to do this with a ribbon particle system but this seems to be hard. Is there an easy way?

Product Version: UE 4.12
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asked Jul 01 '16 at 12:52 AM in VR

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weberl
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4 answers: sort voted first

weberl, I did find a short video tutorial series on creating a projectile trajectory path which may help give you some ideas. I wouldn't call it a very well produced series, but it may be helpful: https://www.youtube.com/watch?v=Rh8-S4m9Huk&list=PL8DfVXEyUb9XCje9eyKtLvVqL8Tt9VHF2

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answered Jul 01 '16 at 01:59 PM

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Krxtopher
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The Bezier curve is an option:

https://en.wikipedia.org/wiki/B%C3%A9zier_curve

This is a really simple algorithm and you can find many code implementations on the internet. Simply apply the points to an SPLine and you have the curve :)

Or Parabola

https://en.wikipedia.org/wiki/Parabola

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answered Jul 01 '16 at 08:13 AM

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Azarus
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weberl, few things are easier than buying something off the Marketplace that's already been built! (Note, i don't have first hand experience with this asset) https://www.unrealengine.com/marketplace/projectile-path-tracer

EDIT: I suggest this because a) you could examine this blueprint in detail to see how to accomplish what you want, and b) it might save you time so you can focus your energy on the other parts of your game that make it unique.

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answered Jul 01 '16 at 02:18 AM

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Krxtopher
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avatar image Azarus Jul 01 '16 at 08:12 AM

Is that the best way to create one or buy one? ...

Please before you post think about that its a community answer hub and not a personal chat. People google and may end up here and reading your answer about telling to buy something that is easier than you think might make these users up set. Try to post helpful detailed answers with examples that actually solve the issue.

avatar image Krxtopher Jul 01 '16 at 01:57 PM

I apologize, Azarus. It was not my intention to offend or be unhelpful. The author mentioned his approach was proving difficult and asked if there was an easier way, so that's what I focused on, perhaps in error. In an attempt to salvage my answer - at least a bit - another reason I suggested that asset is because weberl could examine the blueprint in detail to learn how it was created. I will post an alternative suggestion as a separate answer.

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I think all anwers are good. In the end i was using a particle system, which worked out very nicely and was not that difficult. But the other aproaches will work, too.

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answered Jul 10 '16 at 12:28 PM

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weberl
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