I have set up a simple test map consisting of a slab of BSP, a
skylight, a playerstart, a skydome, and a directional light.
I will only be using default editor assets which can be found
in the EditorMeshes and EditorMaterials
packages.
I will be using Movers/Interpactors (the terms are interchangeable)
that are sometimes animated through Matinee. If you need to
learn Matinee, I would recommend Hourences'
Tutorial on them as a starting point.
I added the default staticMesh cube, and then converted it to
an interpactor. I don't think this can really be used on anything
but interpactors.
SetUp: Select the Interpactor in a viewport,
and open Kismet. Right-Click anywhere and select 'New Event
Using Interpactor -> Mover, as in the screenshot below:
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Now we have our Mover event as well as a matinee template with
the interpactor already connected to the matinee. It will fire
the Pawn Atached when a pawn is sitting on it. It will fire
Pawn Detached when a pawn is no longer on it. It will fire the
Open Finished when the 'StayOpenTime' reaches 0, and will fire
the 'HitActor' event when it hits an actor.
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• StayOpenTime is the amount of time between when the
movement is complete - either forward, or backward, and the
'OpenFinished' ouput fires, or the movement starts again if
the player is still in contact with it.
Uses: There are many uses for the Mover event,
but most relate to activating moving parts in a level, like
doors, elevators, objectives, etc, that the player will interact
with. If this were, say, an elevator, you could have the mover
damage the player instead of changing direction. If you add
a CauseDamage action,
and hook it up as shown below, you can cause damage to a player
underneath. Since the matinee will no longer change direction,
you'll probably want to cause enough damage to kill the player,
otherwise things may get complicated.
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*Note: The movement group in the matinee seems to be automatically
set to 'World Frame' rather than 'RelativeToInitial'. You can
verify this by right-clicking on the movement track in the matinee
and seeing which is checked off. The difference between these
is that World Frame allows you to change the mover's initial
location and the next keyframe will remain unchanged in its
location. So if you make this a door, and you want to move it
to another part of the room, when you play the matinee, the
first keyframe will be at the new location, but the rest of
the keyframes will warp back to their initial locations on the
other side of the room. Setting this to 'RelativeToInitial'
will allow you to change the location of the mover and have
the movement be what you originally set up in the new location.
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