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…
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…
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,…
@Obscura ; Sounds promising, my mistake not reiterating that I'm a complete newb.... ^^' So...what's a "dynamic 1d texture"? (I know what a texture is, of course) And how do I setup the loop? A blueprint? What kind of instructions? Thank you. ^.^
@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…
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…