Hey guys,
I'm
trying to make a blueprint in Unreal Engine for asset presentation.
Idea in general is to make circular array of assets that will rotate to
take place before the camera when player press key/mouse click.
I've
started with simple script for spawning static meshes around circle
with even distance between each. Then I made a function(RotateForward Function) which rotate SceneRoot for an angle based on distance between meshes. It working well, but rotation is instant.
Then
I wanted to make this rotation to be smooth with help of Timeline node.
And here things goes crazy. Blueprint begin spinning like hell with
unknown logic for me.
Can you guys suggest
something to setup blueprint with Timeline node properly or maybe there
are some different ways to archive smooth object transition?
Thank you.
Replies
Thank you for your help, it's working as I wanted to!
Can you help me with explanation on this piece inside Event Graph
If I understand it right, this is the place where we get our delta from last rotation. But I thought that value that came from Rotation output in Timeline node is always between 0 to 1. But now it turns out that this Rotation output gives us the whole rotation angle or I'm missing something?
Thank you very much, now it have more sense to me.
Is there a way to check what FPS value is actually used in Timeline node. I mean we can define length in seconds but can we increase or decrease amount of frames that will be in that node?
Thank you so much.