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Attaching Beam Points to Actors Dynamically in game

Hello, I'm trying to attach a beam between two actors as seen here. However, I want to do this during runtime (for complicated reasons) I don't want to use a set beam source/end point function because when changing the source point and the end point the beam lags behind. My attempt at connecting the laser to two actors is shown below. I believe this is the same way that this would be done in editor to attach the laser to two actors. (I have the source/target method set to actor and the source/target name do correspond with the names shown here) alt text

Product Version: UE 4.18
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beam-point.png (117.5 kB)
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asked Apr 18 '19 at 05:11 AM in Blueprint Scripting

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nogdoesrandomstuff
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Hi!

You can make beam by making beam emitter and material first as its made in here: https://wiki.unrealengine.com/Beam_Particle_(Tutorial)

If you have configured all correctly, you can use particle system method "SetBeamTargetPoint" and "SetBeamTargetPoint" like i have used in here:

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answered Apr 18 '19 at 06:48 AM

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FinalZer0
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avatar image nogdoesrandomstuff Apr 18 '19 at 04:26 PM

Hi, I did originally have the beam set up like that. However, the beam lags where it should be in this gif here. I know from doing other things with beams that if the beam point is attached to an actor it stays exactly with the actor with no lagging.

alt text

beam-lag.gif (2.0 MB)
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