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ObiRope Collision Penetration
#7
(04-08-2023, 10:12 AM)josemendez Wrote: In 5.X and above, actor data is stored in a blueprint (which is a ScriptableObject), not the GameObject itself as that bloats scene file size.

If you want to save rope state at runtime, create a new blueprint and save particle data to it. You can use actor.SaveStateToBlueprint(blueprint) for this.
I Have tried this method,it worked actually,but I don't know how to create a new blueprint to replace my twined rope and save state to the new one then save it to my asset, Would you please show me a example ,thanks a lot!
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Messages In This Thread
ObiRope Collision Penetration - by Raymond - 02-08-2023, 09:41 AM
RE: ObiRope Collision Penetration - by josemendez - 02-08-2023, 01:50 PM
RE: ObiRope Collision Penetration - by Raymond - 03-08-2023, 03:49 AM
RE: ObiRope Collision Penetration - by josemendez - 04-08-2023, 10:12 AM
RE: ObiRope Collision Penetration - by Raymond - 07-08-2023, 03:56 AM
RE: ObiRope Collision Penetration - by josemendez - 07-08-2023, 09:50 AM
RE: ObiRope Collision Penetration - by Raymond - 08-08-2023, 03:29 AM
RE: ObiRope Collision Penetration - by josemendez - 08-08-2023, 06:51 AM
RE: ObiRope Collision Penetration - by Raymond - 04-08-2023, 09:43 AM
RE: ObiRope Collision Penetration - by josemendez - 04-08-2023, 10:10 AM