Pad platform with automatic movement from A to B in UE5
We will see how to create a platform using a Blueprint that moves from point A to point B with Interp to Movement.
We will see how to create a platform using a Blueprint that moves from point A to point B with Interp to Movement.
I'm going to explain how you can create the following blueprint, which is a box that moves from position A to position B based on the size and dimensions of the mesh, and you can use it precisely for this, as this is an idea taken from Crash, in which we had walls that threw us off the surface, and that's game over. Here we have the object. Note that by default, if I play it, it won't move because I haven't specified any of its parameters.
The parameters are if it's going to be a Loop, that is, a loop and an initial front, as well as the XYZ position.
Again, we already know the node of move component to that we have already used in basically all the other blueprints that are presented of platform here we receive as the next parameter the component is the platform that is the mesh again as you can see here we are establishing it we are indicating that it maintains the rotation that we apply to the platform this is so that for example if it would not be zero I can have the platform or the mesh rotated there, which I did Then I would always set zero I will see if precisely this mesh had rotated This mesh, notice that it does not have any rotation but as they are blueprints that I am using or rather as they are meshes that I am using sometimes I want to change its position When defining the blueprint here, the good one in this case would be this one that does not have any rotation applied but if I were to apply any rotation here when moving the component they would be lost, so this is to preserve that rotation that I do, the important thing here is the part of the displacement that are the x and z here obviously only one will appear and you place it here to divide it into the corresponding pins and for this here I use the factors that I presented to you initially again if they are zeros it means that it is not going to move since Remember that the default value is zeros so with the factor what we do here is multiply them by the size of the container box that we have there for that:
We use the bon actor that returns the size of the box since we are going to move it is proportional to the size or dimensions of the mesh object and we multiply it with the factor and at the end That is the displacement that we are going to do and with this we cover this node for the rest here what we do is place delay for the closing part and finally we reset the positions notice that it is exactly the same as we have here with the rotation with the displacement time this is another factor that I missed there But well you could already see it and the component but here we set this to zero since it means that it will move to the initial or original position finally here we place another delay since it will stop as you can see both at the beginning and when it reaches its final destination it will always take a while and for that the delays are used here finally if the Loop is there which is the other parameter we return to the beginning and if not well it simply stops the execution up to here in case it needs it in that way it does nothing of the
false and that would be practically everything now with this we have our blueprint moving from position A to position AB.
- Andrés Cruz
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