I have set up a fairly simple crane apparatus that involves two Pawns, the CraneParent and the CraneChild. The constraints and directions of the crane components are hard-coded as it is for a specific map.
The way it works is that the CraneParent moves along a giant track. It's movement provides the movement of the crane system in the Y direction. The CraneChild (a little section attached to the Parent, has the claw of the crane) moves along the CraneParent, providing the X direction of the crane's movement. The parent randomly chooses a Y location within it's range. Once this is done, it triggers the Child, which randomly chooses an X location. The velocity of the Parent is constant Y = 300 when moving, so the velocity of the Child is calculated fresh for each 'target' location so as to have them both arrive at the destination at the same time. The Child's Y location is constantly forced to that of the Parent's to give the illusion of one unit.
Originally they were just actors, and all was dandy. I decided that they should be destructable and player-controllable, so I made them pawns. After much tooling around, I managed to get the CraneParent to move exactly how it is supposed to, and not be affected by gravity or other random stupidities. The Child decided that it would be different. When the game starts, it moves how it is supposed to but after a while it will either stop moving then all of a sudden zap back to the Parent, move really slow then really fast, deviate off of the track completely and just sit there or some other random problem.
Is there any way to add movement constraints to a pawn? i.e. Set a pawn a global coordinate limit past which it cannot go?
The code and a test map for them are here:
http://www.marzerium.com/files/HighRise-RiggingTest.rar (~190kb)
Also, I have begun messing around with the code to control the crane, but if you use the provided trigger, you will notice the results at the moment are complete ****. I'll get to that one later
Any suggestions are much appreciated!
The way it works is that the CraneParent moves along a giant track. It's movement provides the movement of the crane system in the Y direction. The CraneChild (a little section attached to the Parent, has the claw of the crane) moves along the CraneParent, providing the X direction of the crane's movement. The parent randomly chooses a Y location within it's range. Once this is done, it triggers the Child, which randomly chooses an X location. The velocity of the Parent is constant Y = 300 when moving, so the velocity of the Child is calculated fresh for each 'target' location so as to have them both arrive at the destination at the same time. The Child's Y location is constantly forced to that of the Parent's to give the illusion of one unit.
Originally they were just actors, and all was dandy. I decided that they should be destructable and player-controllable, so I made them pawns. After much tooling around, I managed to get the CraneParent to move exactly how it is supposed to, and not be affected by gravity or other random stupidities. The Child decided that it would be different. When the game starts, it moves how it is supposed to but after a while it will either stop moving then all of a sudden zap back to the Parent, move really slow then really fast, deviate off of the track completely and just sit there or some other random problem.
Is there any way to add movement constraints to a pawn? i.e. Set a pawn a global coordinate limit past which it cannot go?
The code and a test map for them are here:
http://www.marzerium.com/files/HighRise-RiggingTest.rar (~190kb)
Also, I have begun messing around with the code to control the crane, but if you use the provided trigger, you will notice the results at the moment are complete ****. I'll get to that one later

Any suggestions are much appreciated!
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