#You definitely don't want to have a
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Ou, I should mention that this isn't for a game. I'm a Houdini/Python guy with very basic knowledge of Blueprints in Unreal. I just wanted to create a quick tool for our artist, who is working on cameras for a cinematic.
Ideally, the tool would display the velocity in the editor, not in-game, but that's definitely beyond my current understanding of Unreal.
I want to learn more about Blueprints, thanks for the performance tip, I really appreciate it. So, should I create an Actor reference in the Construction Script and store it as a variable?
I didn’t quite understand the explanation about getting the previous position.
What do you mean by: “To get that previous position, you set it with the current location”?
So as I understand it, your goal is to have some object in the scene display its current velocity as a value you can read.
I was suggesting that you store its location, and then take its new location-previous location and you would have a very crude "velocity"
But depending on your needs you may need to add extra layers.
- If you need it to work in editor, you will need to do some more setup steps to create a special editor tick blueprint (I actually just followed a Unreal guide to see how that worked out, answer, pretty simple)
- Found a node that will give you a rolling velocity update called: Calculate Velocity From Position History, but it didn't seem to like running at the editor level.
https://dev.epicgames.com/community/learning/tutorials/PBnR/creating-an-editor-tick-in-unreal-engine
There is a video at the bottom of the link if you just want to scan it for the broad strokes.
That’s interesting—I’ll definitely look into this approach as well.
I managed to get it working in widget with help from the forum:
https://forums.unrealengine.com/t/how-to-get-absolute-actor-velocity-cine-camera-actor/2519950/5
The only problem now is with the spawnable cameras, as mentioned in link above
Ahh okay- I see! Yeah, let me help you set that up! Event ticks don’t really work in editor, so the best way to display this will probably be through an editor utility widget. And it looks like the provided velocity calculations don’t work outside of gameplay, so we’ll have to manually calculate it. You might have to fix my veloci...
reading it from sequencer frames is even better for my use case
Ou, and when using crane rig it doesnt work. When parenting to null its fine but with crane unfortunately its not