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4.7 engine exploded view
4.7 engine exploded view






4.7 engine exploded view

Run or test your game, and open the Interaction Menu. To switch between the exploded and default views at runtime: If you do, its positions may not end up where you're expecting. If you do create multiple BP_Explode Actors, don't include any Actor in more than one BP_Explode. However, only the first one will appear in the Interaction Menu. You can add multiple BP_Explode Actors to your Level to animate different parts of your assembly. Click the Set Initial Location button to record these transforms. When you have all the Actors you need in the list, move them all in the Viewport (if necessary) so that they appear in the arrangement that you want to be their default starting position. This makes the Blueprint capable of animating all the Actors that make up that building, but not the trees, the transmission assembly, or the exterior ground. If all the Actors you want to animate are children of the same parent Actor in the World Outliner, you only need to add the parent to this list.įor example, in the image shown above for the previous step, the Building Actor is selected. This Actor is the parent of all the default content items that are part of the building.

4.7 engine exploded view

You can add each Actor to the list separately. In the Actors Root list, you'll need to identify which Actors this Blueprint should animate in the Level. You'll use this group of controls to set up the default and exploded views for your assembly. In the Details panel, find the Explode group. This name will be visible at runtime in the Interaction Menu so you can trigger and reverse the explode animation. Select the new Blueprint Actor in the Viewport or the World Outliner.Īt the top of the Details panel, give your Actor a descriptive name. The BP_Explode Blueprint can only work for content within the same Level as itself.įor example, if you're working with the default sample content, open the Levels window ( Window > Levels) and double-click SampleLevel.įind the BP_Explode Blueprint class in the Content Browser, under the CollaborativeViewer/Blueprints/Commands/Explode folder, and drag it into the Viewport. Make sure you're working in the same Level as the content that you want your Actor to manage. (You can have multiple BP_Explode Actors in your Level, but the Interaction Menu currently only lists one explode animation at a time.)įor example, if you're working with the default sample content, select and delete the Actor named Explode_Gears. Remove any BP_Explode Actors that you have in your scene already.

4.7 engine exploded view

To set up an exploded view for your own content: Setting Up Initial and Exploded Positions The Collab Viewer Template includes a Blueprint class that you can use to set up an exploded view of your parts, and to toggle the assembly smoothly between its default view and its exploded view at runtime.








4.7 engine exploded view