Circular movement around location.
G'day everyone, I have another question that needs answering.
After some time messing around with different values and just giving anything a go. I've come along a method that almost gets perfect circular movement... Almost... All I need now is someone who can take a look at the Blueprint I've posted below and tell me why the character moves further away from the center rather than staying the same distance.
This is the only issue I'm currently having with the blueprint but I'm always ready to take some creative feedback on how I could improve in blueprints so even if you don't see the direct problem but see something else that might cause issues later please feel free to point it out.
A FEW MOMENTS LATER:
asked Sep 18 '17 at 11:54 AM in Blueprint Scripting
I'd blame the imperfections in float precision here, they would add up over time. Could you confirm this is getting worse and worse as your micro machine spirals out of control.
Here's a couple of alternatives:
A: Stick & string - attach the static mesh to the business end of a springarm.
Rotating the Springarm in place moves the car forward/backwards. Changing Springarm length serves as "steering". Not a very flexible approach but it's robust and simple to implement and control.
B: For that semi-realistic feel, I'd create a circular spline and add a dummy target.
Accelerating would push the dummy along the spline and the car would interp it's location and rotation towards the dummy with a fairly high InterpSpeed. Steering is realised by resizing of the spline.
A bit more complicated to implement but quite flexible. If you are after a simplified driving model, you could probably skip the dummy altogether and just move the car's mesh along the spline.
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