tag:blogger.com,1999:blog-6001082585535661666.post2147180862127849713..comments2023-10-19T18:00:07.812+02:00Comments on Gravity Speedrun: Cookbook: Triggering events, uscript -> kismetAnonymoushttp://www.blogger.com/profile/09123776869426876912noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-6001082585535661666.post-54566833082334627382014-02-09T08:30:20.078+01:002014-02-09T08:30:20.078+01:00How to create event with parameter (out from event...How to create event with parameter (out from event in kismet).Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-6001082585535661666.post-71795976603517091232014-01-26T20:39:43.894+01:002014-01-26T20:39:43.894+01:00I'm glad you like it! Good luck with your game...I'm glad you like it! Good luck with your game!Anonymoushttps://www.blogger.com/profile/09123776869426876912noreply@blogger.comtag:blogger.com,1999:blog-6001082585535661666.post-30770410218314415562014-01-26T20:24:59.716+01:002014-01-26T20:24:59.716+01:00Great tutorial here, thanks. I'm working on a ...Great tutorial here, thanks. I'm working on a game for the Candy Jam and am using this as an excuse to learn ground up UnrealScript. (I only know some piecemeal stuff from the programmer, mostly related to HUDs, I usually work with.)KBlaneyhttp://digitalbadboystudios.comnoreply@blogger.comtag:blogger.com,1999:blog-6001082585535661666.post-65093572754559443822013-03-19T09:38:23.645+01:002013-03-19T09:38:23.645+01:00Hi, Tom!
I don't have much time for some thor...Hi, Tom!<br /><br />I don't have much time for some thorough research right now but I think you can connect ActorFactory "Spawned" node with "Instigator" of your kismet event (to create a connection between your dynamic, spawned actor and some event). Insert particular kismet event by simply selecting New Event -> Your Event. That event can be called similarly from Touch method.<br /><br />Anyway, you can run into problems with touch not being triggered, don't forget to try setting NoEncroachCheck property of your actor (can be done directly in uscript defaultproperties) to false<br /><br />And last but not least, you can try using bNotifyRigidBodyCollision = true and reacting on event RigidBodyCollision (PrimitiveComponent HitComponent, PrimitiveComponent OtherComponent, const out CollisionImpactData RigidCollisionData, int ContactIndex)Anonymoushttps://www.blogger.com/profile/09123776869426876912noreply@blogger.comtag:blogger.com,1999:blog-6001082585535661666.post-31430781012140119682013-03-19T04:38:19.501+01:002013-03-19T04:38:19.501+01:00Your example uses a placeable actor. If you wante...Your example uses a placeable actor. If you wanted to have an object that gets spawned by an 'Actor Factory' action (rigidbody for instance) have its own event for touch (ie, it touches some other object such as another kactor), while under physics_rigidbody mode, how can it be done, particularly so it uses its StaticMesh actor component's collision not a cylinder component? Anonymoushttps://www.blogger.com/profile/03645125524189620981noreply@blogger.com