Hey guys, today i set myself a challenge to make a working rubix cube you play from the inside.
All was going well and i got the logic down and it all seemed to be working... with 4 panels (56 panels being the end result (panels being the coloured sections fo the cube, 9 for each side)
however when i started adding 6 and 8 panels Unreal seems to of stopped issuing commands in kismet
i dont know if this is a techincal limitation of unreals or if i just messed up somewhere. anyways i thought i would post my efforts here via screenshot and challenge anyone else out there whos up for it to try and make a working rubix cube in unreal
I thought of many differnt ways to put this together and the one i tried was the cleanest and required the least ammount of matinee and.. headaches.
I still feel this is possible, if via a completely tedius kismet and matinee setup, however im not sure if im willing to go that far...
The way i tried it is a little complicated to explain however i will do my best
54 visable panels (representation of the coloured panels of the rubix cube)
54 invisible mover panels (this is what the coloured panels would attach to everytime they moved to a new location)
6 axis movers (these would have the invisible panels attach to them when a trigger is pressed so that they would rotate all invisable mover panals (along with the attached coloured panels) to the new location in the specified axis, then unattach the newly possitioned coloured panels, reset the invisable mover panels to theyre intial possition and then detach them from the axis mover)
54 trigger volumes (set to touch interp actos only (the coloured panels) so that when the coloured panals were moved to theyre new possition, they were detached from the invisable mover panels that moved them there and then attached to the new ones in the new location)
tad bit confusing even if you know what im taking about lol
anywho.. anyone out there up for the challenge? or even willing to chat about possible alternatives, kinda disapointed i didnt get this working in all its glory
... even though i hate rubix cubes :P
Below are screens of how far i go when issues arrised (not far lol) , how it should of looked and some kismet for not even a single row (of which there would of been 9)
What i should be posting...

How far i got before Unreal seemed to of gave up on me

Section 1 of 9 in kismet

also i did try adding split second delays when attaching/detaching but that didnt seem to fix it and began to get messy real quick
All was going well and i got the logic down and it all seemed to be working... with 4 panels (56 panels being the end result (panels being the coloured sections fo the cube, 9 for each side)
however when i started adding 6 and 8 panels Unreal seems to of stopped issuing commands in kismet
i dont know if this is a techincal limitation of unreals or if i just messed up somewhere. anyways i thought i would post my efforts here via screenshot and challenge anyone else out there whos up for it to try and make a working rubix cube in unreal
I thought of many differnt ways to put this together and the one i tried was the cleanest and required the least ammount of matinee and.. headaches.
I still feel this is possible, if via a completely tedius kismet and matinee setup, however im not sure if im willing to go that far...
The way i tried it is a little complicated to explain however i will do my best
54 visable panels (representation of the coloured panels of the rubix cube)
54 invisible mover panels (this is what the coloured panels would attach to everytime they moved to a new location)
6 axis movers (these would have the invisible panels attach to them when a trigger is pressed so that they would rotate all invisable mover panals (along with the attached coloured panels) to the new location in the specified axis, then unattach the newly possitioned coloured panels, reset the invisable mover panels to theyre intial possition and then detach them from the axis mover)
54 trigger volumes (set to touch interp actos only (the coloured panels) so that when the coloured panals were moved to theyre new possition, they were detached from the invisable mover panels that moved them there and then attached to the new ones in the new location)
tad bit confusing even if you know what im taking about lol
anywho.. anyone out there up for the challenge? or even willing to chat about possible alternatives, kinda disapointed i didnt get this working in all its glory

Below are screens of how far i go when issues arrised (not far lol) , how it should of looked and some kismet for not even a single row (of which there would of been 9)
What i should be posting...

How far i got before Unreal seemed to of gave up on me


Section 1 of 9 in kismet

also i did try adding split second delays when attaching/detaching but that didnt seem to fix it and began to get messy real quick
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