Question for moving platforms

Hi Everyone, can someone tell or show me how to script the following in blueprints? Unreal Engine 4: Moving Platforms/Stairs. - YouTube

I wan’t to have platforms that move up and do a nice rotation when the platforms are moving up. When you are close to them they will do the rotation and go up.

I don’t know how to script this in blueprints. I think it’s very easy to do but i can’t figure it out on my own. If you know how to do this point me in the right direction, or if you have any hints or tips you can give me that would be very nice.

Actually this is what i want to create: - YouTube

If you know how to do this please share the info. Blueprints would be very nice :slight_smile:

Thanks in advance.

I hope it’s self explanatory. I couldn’t upload the video of the final result, but it gives you an idea of how to make it. I leave the primary animation as an exercise for you.

EventGraph

EventGraph

Regards,

Thanks for your reply,

I don’t understand the tile class default position where an idle animation plays. Can you please explain what you mean by this or point me in the right direction?

i don’t understand how i can create a idle animation for an actor blueprint, can you explain this a little more in detail or point me in the right direction again? :slight_smile:
Or is it not an actor blueprint?

Is there a node for the proximity of the player or is it called distance to actor or something like that?

Do i need to create a function for the transform and the new transform or are the transform’s editable variables?

I understand the rest. I know i’m asking a lot of questions but i’m a little confused right now. Don’t blame me, i’m still learning how to work with Unreal Engine.

I don’t see the instanced gravity floor in the viewport when i create an instanced static mesh. Am i missing something here? How did you create the instanced gravity floor and why do you have a mesh to spawn? Can you please explain this a little more in detail please?

My timeline is not playing it says paused when i play in editor.
Do i need a matinee or something to move the actor?

Thanks for the info, i will figure it out on my own from now.

Nevermind about the previous posts. I used a cube as the moving floors. The thing is i did not use the construction script and it works without it like a charm. The only thing i’m now missing is, the floor has no collision but when i take a look at the collision settings of the floor it is on “block all dynamic” so i don’t understand why i can’t roll on the floor, i just fall through. Any thoughts on how i can fix this?

Nevermind i fixed it. I created a new mesh from the cube in the engine and i did not apply the collision to it. Thanks for your help. I will figure out how the primary animation works. Thanks for your blueprint info, it helped me a lot

This should not be too hard to do. In the tile class you have a default position where an idle animation is always playing, but when the distance between the ball, that is the character, and the tile is below a certain threshold you stop playing the idle animation and move it to the position and orientation needed for it to become a floor.

I would put each tile on a perfect grid on the floor and then give them a random rotation at the start of the game. Based on the proximity of the player you flip flop between that transform and the new transform that moves the block up to the floor transform.

HTH (and no, I will not give you a complete example because these are blueprint basics and you will learn more by solving the basic challenges yourself)

The idle animation is just an animation. You have to learn how it is done and there are many tutorials around. The platform move between an active position and a non-active position, and the non active position is the default position.

No, there is not a proximity node, but the math is quite simple. You must know vector math to make games so take this as an opportunity to learn it!

The transforms are editable. Look into the two nodes make and break transform.

GL