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Create rope at runtime
#3
(25-11-2019, 08:33 PM)jpalz Wrote: I also have the same question.
I want to create a leash (the same from a previous thread), but right I'm finding the following issues:

1- The documentation says that you need to call the coroutine GeneratePhysicRepresentationForMesh, yet apparently there's no such coroutine anymore.
2- To add a pin constraint, I needed to get the batch of pin constraint using rope.PinConstraints, yet PinConstraints doesn't seem to exist anymore, along with the class Obi.ObiPinConstraintBatch
3- If I wanted to get the last particle of a rope, I used the rope.UsedParticles variable, yet UsedParticles doesn't seem to exist anymore.

Congrats on the release of 5.0! Sonrisa

Updating the docs page for runtime actor creation tomorrow. Will let you know as soon as it is up!
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Messages In This Thread
Create rope at runtime - by Kirian - 23-11-2019, 04:26 AM
RE: Create rope at runtime - by jpalz - 25-11-2019, 08:33 PM
RE: Create rope at runtime - by josemendez - 25-11-2019, 11:16 PM
RE: Create rope at runtime - by josemendez - 26-11-2019, 11:46 AM
RE: Create rope at runtime - by Pingosso - 17-12-2019, 05:05 PM
RE: Create rope at runtime - by josemendez - 18-12-2019, 11:36 AM
RE: Create rope at runtime - by Pingosso - 18-12-2019, 12:21 PM
RE: Create rope at runtime - by josemendez - 18-12-2019, 12:48 PM
RE: Create rope at runtime - by Pingosso - 18-12-2019, 12:57 PM
RE: Create rope at runtime - by Pingosso - 18-12-2019, 02:00 PM