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"

what am i doing wrong

alt textim trying to move the cone up by standing on the plate. When testing, nothing happens.

Product Version: UE 4.12
Tags:
more ▼

asked Aug 27 '16 at 11:13 PM in Blueprint Scripting

avatar image

Laurens423
3 1 4

avatar image ItsaMeTuni Aug 28 '16 at 01:26 AM

Try this:alt text

pic.png (84.4 kB)
(comments are locked)
10|2000 characters needed characters left
Viewable by all users

2 answers: sort voted first

Now now, im going to show a magical way of doing this, while hoping i dont get things overcomplicated for you since i dont know how well you know the unreal engine, so i will explain what i do as i go along. first, create a new blueprint right clicking your content browser alt text

select blueprint class, and select actor.

on this new actor, create a "collision box", and a "cone", and add whatever cosmetics you want to the blueprint (maybe another color floor under your collision box, maybe some flowers, who knows)

now, add a new variable which is vector, make sure you make it editable and 3d widget is shown.

alt text

now we go to our construction script, and we add this simple code

alt text

it basically tells the game to set the cones location to be the vectors location, now using this, you can go to your level, create your new blueprint, and it will show a widget implying that there is a vector there. select the widget, and move it around to move your cone where you like.

On our event graph, i recommend you to use collision check like this

alt text

we will pin the actor begin overlap to our normal slot in timeline, and end overlap to reverse.

alt text

now to explain what the last image is, im assuming you only want to move your cone up and down, however on your code when timeline starts, it will snap to 0,0,z, because when you made the vector, you left x and y values blank which attunes them "0", to get around this, im basically getting the current values of x,y,z and only adding the timelines value to the z value hope this helps you! feel free to ask if anything gets confusing

01.png (27.4 kB)
03.png (21.5 kB)
04.png (61.9 kB)
05.png (82.0 kB)
06.png (121.5 kB)
more ▼

answered Aug 28 '16 at 12:25 PM

avatar image

FlameOfIgnis
399 5 4 13

avatar image Laurens423 Aug 28 '16 at 12:53 PM

omg, thank you! this worked perfectly!

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

You set the ActorRotation from the TriggerBox. You have to get the reference from the Cone!

more ▼

answered Aug 28 '16 at 08:18 AM

avatar image

Raildex_
497 18 36 60

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
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