Hello. I'm trying to get a Bone's World Location to attach an actor to it. I was following the blueprint from a post on this forum:
( SpineBoneFollower Component Only Accepting Map Actors )
For some reason, the location only seems to update based on a starting point. If I run around the level, the numbers will change, but they seem based only on the original location of the bone. If I hold still, they don't react at all to the idle animation. I would think the numbers would change with the slight movements of my character.
When running left and right, the X value is the only number that changes, even though the bone is bouncing up and down. Attached is a screenshot of my Blueprint. Any help is greatly appreciated.
-Ben
ページ 1 / 1
artistgamedev
添付ファイルを見るにはパーミッションが必要です
1 year ago
- artistgamedev
- 記事: 8
Harald
Sorry for the late reply! Are the y and z values 0 perhaps? Then I would guess that the information is lost (cast to a float value and back to a vector) along the way of the two nodes following the
Break Transform
until it reaches the Print String
node. 1 year ago
-
Harald - 記事: 3914
artistgamedev
Hi Harald,
Thanks for your reply and I apologize for how long it took for me to respond. Breaking apart the vector helped in updating the Z-Axis, but it still seems to updating only in relation to the starting point. For testing purposes, I set the bone to reference as the Head. The result stays at 781 no matter what animation is playing.
I have attached an animated gif for review. Even though the head is bobbing up and down during the run animation, the result doesn't change. It only seems to change when I jump.
Any help is greatly appreciated.
Animated Gif
Thanks for your reply and I apologize for how long it took for me to respond. Breaking apart the vector helped in updating the Z-Axis, but it still seems to updating only in relation to the starting point. For testing purposes, I set the bone to reference as the Head. The result stays at 781 no matter what animation is playing.
I have attached an animated gif for review. Even though the head is bobbing up and down during the run animation, the result doesn't change. It only seems to change when I jump.
Any help is greatly appreciated.
Animated Gif
1 year ago
- artistgamedev
- 記事: 8
Harald
No need to apologize. Thanks for the additional information. Unfortunately I still could not reproduce the problem you are having.
Did you test with another bone name? Are you sure that the bone name is the right one (it sounds silly though, I don't assume that the hip was named
If the problem persists: could you please send us a minimal UE4 project that still shows the issue? You can send it as a zip package to contact@esotericsoftware.com, please only include the relevant directories such as the
Did you test with another bone name? Are you sure that the bone name is the right one (it sounds silly though, I don't assume that the hip was named
"head"
)?If the problem persists: could you please send us a minimal UE4 project that still shows the issue? You can send it as a zip package to contact@esotericsoftware.com, please only include the relevant directories such as the
Content
, Source
and the Plugins
directory and others that contain required assets. 1 year ago
-
Harald - 記事: 3914
Mark topic unread
• ページ 1 / 1
Return to Runtimes
- All times are UTC