ObjectPath
Allows an object to follow a defined path, by specifying PathPoint nodes.
Note: At least 4 PathPoints must exist. The first and last do not need speed/deltaU settings.
Note: If there are N points to interpolate through, there must be in total N+2 points specified. Point 0 and Point N+1 are dummy control points, where Point 1-Point 0 is the initial direction of motion, and Point N+1 - Point N is the final direction of motion. The object will start at point 1 and end up at point N.
Uses the Bernstein basis functions for Bezier interpolation:
B0(u) = (1-u)^3
B1(u) = 3u(1-u)^2
B2(u) = 3u^2(1-u)
B3(u) = u^3
Properties
ObjectPath Group
- bool bAlterPitch
 - Should the pitch of the actor be modified during movement.
 - bool bAlterYaw
 - Should the yaw of the actor be modified during movement.
 - bool bAlterRoll
 - Should the roll of the actor be modified during movement.
 - name PathActorTag
 - The Tag of the actor which should be moved.
 - rotator RAdjust
 - Adjust the rotation of the object.
 
Hidden
- bool bPlayedOnce
 - Really don't play it again since it's already finished last time
 - bool bTriggeredOnce
 - Don't repeat the path if it's already played through
 - int curNode
 - Which node are we at?
 - vector lastPosition
 - Where the actor was in the most recent frame
 - rotator lastRotation
 - The orientation of the actor in the most recent frame
 - int numPathNodes
 - how many elements in the path array
 - Actor (UT) PathActor
 - what should be moved
 - PathPoint Path[35]
 - maximum 35 nodes in the path, hence 33 real positions
 - float uValue
 - Offset in the segment
 
The main property that needs to be set for this is advanced > bStatic to false. Use along with pathpoints to make dynamic moving veichles.
Imagine the applications in Unreal 2 ![]()
Wormbo: Funny to see pages like this over one year later. ![]()
