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move pawn with recorded inputs

Hi all, I want to create a "ghostcar" like pawn that replicates the saved movement of a playercharacter. Here is what I have now: -When I press a button I start saving my input axis from my playercontroller into an struct-array -on the second press of the button I stop the recording, create a "ghostPawn" at the location where I have started recording and feed my struct to it -At the ghost pawn I get the values from my struct-array and use them as inputs for the set throttle and steering of the vehicle movement.

my problem now: I am able to record the movement, spawn the ghostPawn and transfer the struct but the problem is that my ghostPawn does not move.

Do I need an IA controller to let it be moved or is there an other way to achieve my goals?

I have tried to work with a sequencer but I have no idea how to play the recorded sequence ingame so I moved to this idea now.

Here are my BPalt text:alt text

Greetings Evil_Fischi

Product Version: UE 4.14
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ghostpawn.jpg (104.7 kB)
pc.jpg (152.2 kB)
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asked Feb 03 '17 at 04:44 PM in Blueprint Scripting

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Evil_Fischi
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avatar image Evil_Fischi Feb 06 '17 at 09:21 AM

Is there any way to steer the ai by inputevents?

If not I would need to create a spline and move my ghostcar along it....

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