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Pikalek
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I am developing a 3rd person platformer that entails a grapple hook system.

This grapple hook system relies on a series of 'grapple-able' points.

I would like these points to shine every so often.

These points will shine when:

  • Within the player's view cone AND
  • Within a certain distance of the player.

This 'Grapple object'Grapple object class will contain athe method ~'Shine()'Shine() to trigger the effect.


Initial research

My initial research was based upon using a cone trace from the player for these 'grapple objects'Grapple objects, then in each one found, calling this Shinethe Shine method.

I could then tweak the cone's angle and height to better represent the view cone.


Problems

Unreal by default does not have a cone trace, and I'm not sure if using a multibox trace followed by an angle check is the most efficient solution.

I am developing a 3rd person platformer that entails a grapple hook system.

This grapple hook system relies on a series of 'grapple-able' points.

I would like these points to shine every so often.

These points will shine when:

  • Within the player's view cone AND
  • Within a certain distance of the player.

This 'Grapple object' class will contain a method ~'Shine()' to trigger the effect.


Initial research

My initial research was based upon using a cone trace from the player for these 'grapple objects', then in each one found, calling this Shine method.

I could then tweak the cone's angle and height to better represent the view cone.


Problems

Unreal by default does not have a cone trace, and I'm not sure if using a multibox trace followed by an angle check is the most efficient solution.

I am developing a 3rd person platformer that entails a grapple hook system.

This grapple hook system relies on a series of 'grapple-able' points.

I would like these points to shine every so often.

These points will shine when:

  • Within the player's view cone AND
  • Within a certain distance of the player.

This Grapple object class will contain the method Shine() to trigger the effect.


Initial research

My initial research was based upon using a cone trace from the player for these Grapple objects, then in each one found, calling the Shine method.

I could then tweak the cone's angle and height to better represent the view cone.


Problems

Unreal by default does not have a cone trace, and I'm not sure if using a multibox trace followed by an angle check is the most efficient solution.

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Natalo77
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What is the most efficient way to trigger an action based on proximity?

I am developing a 3rd person platformer that entails a grapple hook system.

This grapple hook system relies on a series of 'grapple-able' points.

I would like these points to shine every so often.

These points will shine when:

  • Within the player's view cone AND
  • Within a certain distance of the player.

This 'Grapple object' class will contain a method ~'Shine()' to trigger the effect.


Initial research

My initial research was based upon using a cone trace from the player for these 'grapple objects', then in each one found, calling this Shine method.

I could then tweak the cone's angle and height to better represent the view cone.


Problems

Unreal by default does not have a cone trace, and I'm not sure if using a multibox trace followed by an angle check is the most efficient solution.