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Like a beam+whip?
#4
(08-01-2021, 02:00 PM)dakom Wrote: Thanks. One thing I didn't quite understand from playing around is how to generate the rope.. e.g. let's say there's different targets at 100 units away and 200 units away... Is there a way to generate the rope from that inverse of the target? Like given two transforms that will _eventually_ be the attachments, create enough rope?

Sure, you just have to create the rope blueprint at runtime. Use the two transforms to define a path for the rope, then call Generate() on the blueprint. You have examples on runtime actor creation in the manual:

http://obi.virtualmethodstudio.com/tutor...ctors.html

You can also create the solver, updater, and all other required components at runtime if needed.
There's also a basic example of this included with the asset, see the RopeGrapplingHook sample scene.
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Messages In This Thread
Like a beam+whip? - by dakom - 05-01-2021, 06:58 AM
RE: Like a beam+whip? - by josemendez - 08-01-2021, 01:55 PM
RE: Like a beam+whip? - by dakom - 08-01-2021, 02:00 PM
RE: Like a beam+whip? - by josemendez - 08-01-2021, 02:03 PM