Unique controls for a possessed pawn?

Hi all,

So I have this thing where I have my main player character following a spline path which works just fine, but I have this sort of pulley bridge (kinda like a chair lift thats hand cranked horizontally across a chasm) that should be possessable and controllable in the same way as the main character (NOT a lift that you just, hit a button and it goes…)

I’ve got it to the point where the lift is possessable but I have no idea how to make it move…

I obviously just want it to move forward and back (its a side scroller so technically, right or left) for as long as the player is holding down a key, ideally, A and D.

Whats the verdict? anyone got any ideas? its probably not a difficult thing but I’m merely an artist and this coding stuff, even blueprinting, is largely beyond me!

Hopefully someone can help, thanks!

Heres an image for reference so hopefully it makes more sense…

If i get it right, you just want to move over time in a direction when possesed?
When pressing the A or D button just Add a negatif and positive number what direction you want by just using something like AddActorOffset till it reached a maximun and minimun (using Clamping or one of the lerp nodes).

Will this help you further?

Hi there,

Thanks for your response but since I posted the question I managed to get a little further with this…some of the blueprints unfinished but my problem now is this:

So I have the winch/pulley mechanism as one object (with all the wheels rigged to bones with turning animations when I get to that point) but the lift part itself is a static object attached using a physics constraint.

I can now move my character on a spline - no problems there - I can possess the WINCH (Pulley, whatever) and I can now move it left or right but the lift part doesnt follow with it :confused:

Should I be setting up the lift part with the winch in the blueprint itself or is there another way?

Ideally, I’d like the whole thing to move with the lift part simulating physics and possibly have the whole thing follow its own spline path, which would make it more efficient to customise the route.

Solve one problem, then another 30 problems present themselves right? haha

Here’s a link to what I have so far…

This is whats in my Lift_BP

If you press E on keyboard does ‘Pressed E event’ or ‘Released E event’ excecute?

Pressing E executes to "enter"the lift and you can press E to exit, but it doesn’t quite go back to the player character yet (but thats not really a problem right now, as I say…not finished the blueprint for that.