How to check if a static mesh has been moved correctly into a postion.
In a project I have going at the moment I have it so that the player can pick up and manipulate an object with a physics handle as per this tutorial: https://wiki.unrealengine.com/Pick_Up_Physics_Object_Tutorial I want to make use of this to design some puzzles within the game I'm making. So the current idea I have is to drag a plank into position to form a bridge over a ravine which will then trigger a matinee and make some sheep cross over it. I just don't know how to get the blueprint to recognise that the planks are in the correct place. Any ideas?
asked Mar 13 '17 at 04:46 PM in Using UE4
I answered a similar question to this recently that might be helpful:
But, if you only need to do this with one object, you could probably simplify it a lot. You could tag the plank with a tag like, "BridgeBlank", put a trigger volume in the location it needs to be, and only trigger if the overlapping actor has the correct tag. Probably you will also need to check that the location/rotation is more accurate than that though. So if you know the location and rotation that you want, then just check those with a Nearly Equals node when the plank is overlapping, have a branch that will call what you want once the location and rotation are close enough.
Or you could have two trigger volumes, both checking for overlaps with the tagged mesh, one at each end of where the bridge plank needs to be. If it's overlapped at both trigger points, then it is in reasonably the correct position.
answered Mar 13 '17 at 04:56 PM
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