![]() Inside the HitReact_AnimBP on the toolbar, click the Class Settings button, then in the Details panel, under Interfaces, add the MyLayerInterface. ![]() This is the Animation Blueprint that we will be linking to the existing Animation Blueprint used for the character we placed in the Level earlier in this guide. In Details panel, click the + (plus) sign to add an Input, then click Compile.Īnimation Layers can expose multiple input poses from sub-graphs along with input parameters that can be used for blending or other logic-based implementation purposes.Ĭreate an Animation Blueprint using the UE4_Mannequin_Skeleton (from the Animation Starter Pack folder), and name it HitReact_AnimBP. Inside the MyLayerInterface asset, name the Layer ExampleLayer. These assets are analogous to Blueprint Interfaces, and you can use them to define the number of Layers, their names, and which groups they belong to, as well as any inputs. Under Animation, create an Animation Layer Interface asset called MyLayerInterface. This will let you control this character when you play in the Editor. In the Details panel, set Auto Possess Player to Player 0. Inside your project, under Content > AnimStarterPack, add the Ue4ASP_Character to the Level. We also added the Animation Starter Pack, which is available for free in the Marketplace on the Epic Games Launcher for the project. You should not use a population of boxes inside the truck since calling add_MyBoxPopulation() will create a brand new box agents inside the agent and you rather want to keep the original box agent.For this guide, we are using the Blueprint Third Person template with Starter Content enabled. What is great about this approach is that you will keep a reference to the boxes inside the truck and you can enable some logic when a user clicks on a box or if you want to output some data. Just note that it will be with reference to the group we created, so you need to add the x and y coordinates of the groups to the coordinates of the individual box in order to get the coordinates from the origin on the agent. ![]() Using this approach you can get the x,y and z coordinates of the boxes, as per your question. You will then need to adjust your other formulas to start over again for each 50 boxes thus they need to change to If you want to stack boxes on top of each other you might want to add another formula for the Z coordinate, e.g if for every 50 boxes you go to the next level your z coordinate will be (index/50)*5. The 5 at the end of each formula is just so that each new coordinate for x and y is 5 pixels apart. Thus if we have 50 boxes on the truck there will be 10 columns (as always) and 5 rows. ![]() The y coordinates will use the integer division, (index/10), thus the value will be 0 for index 0->9 and then 1 for index 10->19 and so on. The x coordinates use the remainder division index%10, thus it will be 0,1,2,3.9,0,1,2.9 etc thus we will have 10 columns of boxes on the truck. The coordinates of each box will be unique. In this example, I have replicated the box shapes equal to the size of the collection. The coordinates will be with reference to the group we created. Then you can use a single box, add it to a group, and then set the box as a replicated shape with custom x and Y coordinates. ![]() If you have a significant number of boxes you might not want to draw them all by hand and set the visible properties for each. One option would be to simply have a collection of Type Box inside your truck agent and based on the number of boxes inside the collection either show or hide some boxes that you created on the truck animation ![]()
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