Easy Way to Move Multiple Objects
So I think there is an issue with my logic. I'm basically trying to find a way to have multiple moving blocks or platforms. I have no issue doing this with multiple blueprints, but there MUST be an easier way to do this. I want the objects to move from point A to point B, I have the timeline set up and i have a single object doing this with no issue, but I didn't want to have to create a different reference for EACH moving object. The best way to explain is like this:
I want Object_01 to move from Point A to Point B on a vertical axis.
Object _02 will be 1000 units down the X axis from Object_01, and will move between its own Point A and Point B.
Rather than create a separate Sequence for each of these objects with its own reference points, it seems like logically there would be an easier way to achieve this. I thought of using an array of the objects and then just using a ForEach loop to set the start and end point, but then each run through the loop would have to have a different Start and End point, leading to the same issue in a different area.
To reiterate what i'm trying to achieve, I want to be able to have as many objects as i want in my level move on a Timeline loop from point A to point B, but each object have its own Point A & B without having to have a ridiculously sloppy level blueprint filled with references galore.
asked Jan 24 '18 at 09:30 PM in Blueprint Scripting
One way to do it:
Give each object the start/end locations and its own curve. Then use a global time-elapsed to drive them all. When they spawn they get added to the list. Then, on tick (or timer), go through the list and tick each one. The alpha will be the same for all of them but each will be able to follow their own curve between their own start/end points.
That would be a more dynamic way to do it. But the simplest way is to use multiple tracks in a single timeline to drive all the objects. If you know you will have a (low) fixed number of objects, this might be the easier way to go.
answered Jan 24 '18 at 10:01 PM
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