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Help  Instantiating Ropes at runtime
#1
Pregunta 
Hi, love the asset so far, great UX and really powerful!

I am doing fine with ropes that I author and place in the scene but am running into some issues/questions now that I'm attempting to instantiate them at runtime.

My usecase is that I have a Helium Balloon(rigidbody with up force applied) that spawns and attaches to other rigidbodies on collision. I want this attachment to be an Obi Rope to simulate the string of the balloon.
For that I would need to set the start and end nodes of a rope to the balloons position and the impact point respectively.

Do I need to create a blueprint at runtime for each of the ropes to do so? 

How do I know which index each particle group of a rope has?

Thanks for the great asset!
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Messages In This Thread
Instantiating Ropes at runtime - by Eulenmensch - 09-10-2020, 12:48 PM