I’m kinda new to UE4 and I just ran into an issue with the timeline (for two separate blueprints actually) that I can’t find an answer for. So I created a lift yesterday and it’s working great and all but then I realized that I was using static data for the timeline, which would require me a lot of blueprints if I wanted the lift to go at different locations, which totally defeats the purpose of the blueprints in the first place. Today I made a new blueprint, but using a Lerp and a float variable to determine the location of where I want the lift to move on the Z-axis. The thing is now the lift gets stuck on the top position instead of going reverse when I exit the collision box. With my last setup it was working wonders and the lift would go on reverse when I jumped off but now it stays where it ends and it’s not quite what I want.
On another note I’m having a similar problem with a room where I put a lot of lights in it and then made them flicker to give it a sort of creepy look. I used a timeline to select the values doing an “M” where the two highest points have a value of 1 and the 3 lowest points have a value of 0, going 0.125 sec from each other then going to a float X with a value of 5000. I’ve put a collision box so that when you approach something in particular, all the lights start to blink at the same time. However, when I exit the collision box, the lights all stay on when I want then to stay off. When I enter the box, the timeline is set to play and when I exit it is set to stop.
I didn’t have this problem with the timeline with my doors blueprints and the few other stuff I worked on using blueprints before so I don’t know why it’s happening.
Now you mention it it does sound logic, but I can’t see how to implement it properly. Sorry my level is so low, I think it’s actually the most complex stuff I’ve done until now.
Ok, I see what I’ve done wrong thanks. I guess I was too focused about having two float variables and when I saw it couldn’t be paired with GetActorLocation I panicked.
I haven’t played much with the construction script yet, so I used Event BeginPlay instead.
If you don’t mind, could you give a look to my other script and tell me what I’ve done wrong with it ? I’ll try my best to fix this one by myself. Anyways, thanks again.
Looks like I got a new problem now. So, I had 3 blueprints for my lift, one for each axis. Now that the Z axis one is working fine, I basically copy/pasted the blueprint, only changing the vector letter going to the Lerp. The problem is that both X and Y axis lifts are moving to a specific location that I did not set. Whatever which number I select for the End Location, it’s always going at the same place, which is not quite what I was expecting. It’s strange as the Z axis one is working perfectly well, going up and down accordingly to the value I type in.
This is sort of what I tried before asking in the first place and my lift was always going sideways until I hit a wall, no matter what the values are. Then I went for the float value with make vector, but it’s definitely not that efficient.
Oh yeah I thought that since I wanted only one axis to move that I would not have to change these values too. I don’t know where I get my logic from, now it works definitely better with a complete location. Thanks again.