x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Why is there no SetLocalLocation( Rotation )

Hi

I've spent quite a long time ( like 6 months ) coming up with the only reliable method I can find for animating compoents of a BP without having to

A: Type in literal coordinates at any point B: Remember the world transform of any component and then lerping.

My idea is to add a local scene above any component I want to animate, that way, I can always make sure it's relative transform is zero.

As far as I can see, all other nodes are out for the following reasons:

  1. AddX ( where X is just about anything including rotation, translation etc ) are all out, because you can't use them with timelines.

  2. SetWorldX... is out because you have to pre-record transforms in variables and then lerp ( when you have 15-20 components this is a LOT of lerping ).

  3. This only leaves SetRelativeX, right? Which has the problem outlined above, that relative means relative to parent, which is a little NUTS because components can end up with all sorts of transforms while you're putting a BP together so relative to parent really doesn't mean much.

Is there an easy way, a better way? Am I missing something?

Thank you :)

Product Version: UE 4.21
Tags:
more ▼

asked Apr 22 '19 at 06:34 PM in Blueprint Scripting

avatar image

ClockworkOcean
265 3 4 4

avatar image Unfathomable Apr 23 '19 at 02:21 PM

Dude what? It would be much easier if you explain what you want to achieve.

avatar image ClockworkOcean Apr 23 '19 at 02:27 PM

To be able to animate BP components without having to type in literal coordinates or use variables to hold world position.

avatar image ClockworkOcean Apr 23 '19 at 02:35 PM

For instance, rotation. I want to be able to rotate a component, which may be at some arbitrary angle in the BP, at whatever angle that BP is placed in the world.

So the only way I can see ( so far ) to avoid lots of vector maths and holding of coordinates in variables, is this scheme with a null parent for each component.

I works, but I was assuming there was easier way :)

AddLocalRotation does the trick, but you can't use it with timelines...

avatar image DonBusso Apr 23 '19 at 02:58 PM

Do you have a video showing this at work? I'm not entirely sure what do you mean.

avatar image aNorthStar Apr 24 '19 at 12:45 AM

@ClockworkOcean.... I think I understand what you mean... it isn't really possible to use Add Local Rotation node with interp and timeline lerp... a Set Local Rotation would be handy imho also

Sorry, I don't have an answer as to alternatives or why... just tryin' to clarify

avatar image ClockworkOcean Apr 24 '19 at 06:26 AM

NorthStar - you get it!

The trouble with the SetRelative nodes is I don't care what the parent is doing, I want to move a particular component.

Often, the component is at some strange transform with regard to the parent, so it makes no sense to transform with respect to it...

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question