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 BP:
asked Feb 03 '17 at 04:44 PM in Blueprint Scripting
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