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  1. #1

    Default Multiple Matinees on a Switch Loop

    I have a set of matinees that are turning a statue 90 degrees each time you "use" the statue. It works perfectly fine the first time, but after the statue does a full 360 degree rotation it just stops working. I'm not sure if it's a matinee problem or a problem with my switch settings. For my matinee, I just set up a simple movement track, rotating the statue 90 degrees (each following matinee starts where the previous one ended).


    For my switch, I have the trigger connected to the input, then each of the 4 output links connect to each of the matinees. I have these settings on the switch:
    Link count: 4
    Increment Amount: 1
    Looping: Checked
    Indices: 4

    The only thing I'm not sure about (and what I think the problem is), is indices. I'm not sure exactly what their use is, but setting it to 0, 1, or 16 doesn't play the matinees (I tried 16 thinking that being set to 4 only allowed for the switch to be used 4 times, so 16 lets it cycle through all the links 4 times. Obviously I'd put a much higher number, around 1 mil if that was the case, but this was just a test).

    Any ideas on what the problem is or how I could get it fixed?

  2. #2

    Default

    Bump and Update.

    I think the error is with my matinees, cause I put a simple "play announcement" in between the switch and matinee, and even though the statue doesn't rotate after the 4th use, it still plays the announcement. So, the switch is sending out information properly, it's just matinee that isn't working.

    For my matinee, all I did was make an empty group and use a movement track to rotate the statue. Then I simply connected the output of the switch links to the play input. Is there some setting I am missing? It works fine the first time each matinee plays, it just doesn't want to work when it is called to play again.

  3. #3

    Default

    I think if you tick the ''Rewind on Play'' and ''No reset on rewind'' boxes, that may solve your problem.
    I had a similar mechanic in an earlier part of my project but don't have access to it at the moment to check.
    Make Something Unreal Live 2012 Finalist


 

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