No. Use a texture and a loop. Looping the pixels of a 1d texture would look like this in a custom node: Inputs of the custom node: Tex - Your texture XRes - Texture resolution The actual code: float StepSize = 1/XRes; for(int i; i<XRes; i++) { float3 RawValueFromTex = Texture2DSample(Tex,TexSampler, float2(StepSize * i,…
So. I managed to make a material setup that makes grass displace away from the player's character, which is great, but now I have some doubts. The game I'm working on will have some wild life, which is supposed to interact with foliage too. But the displacement method I've implemented is directly fed only one actor's…
@Obscura ; And makes perfect sense, but how do I get actors' locations? I mean, there's a node that is called just "GetActorLocation" (I know, I used it), but unless the actor you wanna track is the blueprint itself, you need to feed in a node that supplies a target for the get function. How do you track all/only the…
Mmmm. In that case, I think you should examine blueprints further first. I think this would be a bit too complex task for your first try. Anyways, the get actor location node gets the world space location of an actor.It would be highly recommended to track characters only near the player because of float precision in the…
You could have a dynamic 1d texture storing the character locations relative to the player, and then loop through them so the interaction logic works on all of the characters. Why 1d texture and a loop? because you don't want to hand place the logic with nodes 500 times and because a 1d texture is an effective way to store…
the 1d texture is a texture that has 1 pixel on one of the axes. So a texture with resolution of 700x1 for example. The dynamic 1d texture would be a render target that you would write on tick event in blueprints, assigning a color corresponding to a world coordinate to each pixel of the texture. The loop would be in the…
@Obscura I see....each RGB pixel of the 1d texture would retain the value of one NPC. Very clever. Now I just need to know how to make it dynamic so that I can, what, generate it directly in the engine....? I've seen the blueprint editor, I've used it to capture the PC's location, but I mostly copied from a tutorial, so I…