Unreal Engine 5 Tutorial: How to Create a Floating Object in Space - Make Object Go Up & Down

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  • Опубликовано: 10 фев 2025

Комментарии • 41

  • @DieAxtimWaldeImSpieleWald
    @DieAxtimWaldeImSpieleWald 3 месяца назад +6

    Nice tutorial, thanks! But in UE5 it seems some things are different and also I made changes so we don't need a 2nd timeline. Here's a summary of it:
    1) Vector track as seen in the video, name it to your preference. Then - first timeline keypoint at 0 with value 0, then when it's supposed to move set time and value as preferred and after that add another timeline keypoint some time after the 2nd keypoint and give it a value of 0 again. In the bar on top where the button is to add a track there's also a loop icon. Click this to make this loop. Also make sure the track length equals the length of all 3 keypoints.
    2) If you did everything the way the video shows, the movement will be locked to the Z axis and the timeline node in the event graph will have the timeline track's name below the pin "Direction". Rightclick it and do split struct pin.
    Also split struct pin on "New Location" in the set relative location node. After splitting both, you'll get a value for all 3 axis. Now simply connect the Z axis pin from the timeline node with the z axis location of the set relative location node. Compile, save, simulate or play, enjoy.

    • @ezunreal
      @ezunreal  2 месяца назад +1

      Heyoo, thank you for sharing these tips! That's a great breakdown for optimizing the setup. Your method keeps the movement loop straightforward and manages axis constraints cleanly. I'll highlight the comment to help others who might want a simplified approach!

    • @DieAxtimWaldeImSpieleWald
      @DieAxtimWaldeImSpieleWald 2 месяца назад

      @@ezunreal Thank you :) I admit I had to fiddle around a bit and use my 3 day's into blueprint knowledge brains cells a lot to figure it all out. The remaining brain cells were digesting everything you were showing and explaining in the video - except for the rotation part as I found that feature on day 1 of diving into BP's by "accident" that there's a rotation movement component that can be used inside blueprints :D

    • @ezunreal
      @ezunreal  2 месяца назад +1

      ​@@DieAxtimWaldeImSpieleWald Glad to hear it helped! 😊Nice find on the rotation component-those accidental discoveries are the best! Happy blueprinting! 🎉

    • @DieAxtimWaldeImSpieleWald
      @DieAxtimWaldeImSpieleWald 2 месяца назад

      @@ezunreal ❤

    • @DieAxtimWaldeImSpieleWald
      @DieAxtimWaldeImSpieleWald 2 месяца назад +1

      Addendum to the rotation movement component: Yes, you can use this component to easily make your actor/object turn in place but ONLY when the timeline track ONLY makes use of the Z axis. As soon as the timeline contains movement to either X or Y axis, the rotating movement component will make your actor/object go in circles, not only rotate in place. So you would need to use an additional timeline VECTOR TRACK to add actual in-place rotation and link those X/Y values to the target node of a "set relative rotation".
      Hope this helps :)

  • @dragonnist101
    @dragonnist101 10 часов назад +1

    I was happy I found this video! I was looking for a way to spice up my items to make them easier for the player to find and collect. Keep up the awesome tutorials!

    • @ezunreal
      @ezunreal  7 часов назад

      Thanks! Glad I could help!

  • @geekonyi
    @geekonyi Год назад +5

    Wow, that was fast and easy! Great explanation, thanks! Will definitely check your other tuts. Not so many that are this easy to follow and actually get something to work in 5 minutes!

  • @JesseTrammell
    @JesseTrammell 21 день назад

    I've only recently starting dabbling in UE5, so I may be doing something wrong, but I had to make a few changes to get this to work properly on my end. Here are the issues I ran into, and my solution:
    #1 - Timelines cannot go into a BP function. This will have to exist in the event graph.
    #2 - Setting Z Axis on Relative loc using the Timeline was setting the z-axis to 0 for the actor and then incrementing to top height
    #3 - Not settting the relative location values for x and y was teleporting my actor to 0, 0, 0 (See above).
    To resolve #2 and #3 I add a new prop/variable called InitialLocation to store a vector. I Then grabbed the Get Relative Location from my SM and used it to set the value.
    In event tick, I grabbed the InitialLocation value and split the pins into x, y and z. X and y went into the relative location x and y, while I used an addition function to add the Z-Axis movement and the InitLocation Z together then connected with Relative Location.
    Unrelated, and I see someone else mentioned this below, you can double the length of the timeline you are using, and go from 0 -> top -> 0, and just click loop in the timeline to loop without having to create a separate timeline. With this I was able to make my actor bob like the demo in the video. Kudos to EZ Unreal for providing a great tutorial.

  • @amitkandwal9421
    @amitkandwal9421 5 месяцев назад +1

    Thanks for this turorial

    • @ezunreal
      @ezunreal  5 месяцев назад

      You're welcome 😊

  • @CTRLSWAY
    @CTRLSWAY 8 месяцев назад +1

    so easy and simple to follow!

    • @ezunreal
      @ezunreal  8 месяцев назад +1

      Glad you think so!

    • @CTRLSWAY
      @CTRLSWAY 8 месяцев назад +1

      @@ezunreal keep doing videos man! Things like this really help

    • @ezunreal
      @ezunreal  8 месяцев назад

      Thanks, will do

    • @CTRLSWAY
      @CTRLSWAY 8 месяцев назад

      @@ezunreal try and do a mini map with widgets if you haven't already! Im having issues with my mini map im not happy with it

  • @TheDigiVault
    @TheDigiVault 5 месяцев назад +1

    Nice tutorial.

  • @Defenceless_baby
    @Defenceless_baby Год назад +1

    Isnt Timeline like very havey? maybe not one but have few and it adds up?

  • @deadpixelanimation1411
    @deadpixelanimation1411 Год назад +1

    does this work for the sequencer?

  • @spawnoftyphon
    @spawnoftyphon Год назад

    I was able to make it work for a little floating orb, but when I tried experimenting with the length to figure out how to make it float a little faster, it only moves faster on the way up and is still slow on the way down. Could you explain how to control the speed of the movement to match both ways? (When I read the "Timeline speed - Blueprint" thread on the UE forum, they don't explain the steps since they only post and image without an explanation. I'm very new to this.)

  • @valentina.ferran
    @valentina.ferran Год назад +1

    brilliant. Thanks so much. Can anyone here tell how to make a group of connected objects float and rotate as one?

  • @davidesavio190
    @davidesavio190 11 месяцев назад

    Hi! For some reason when I add the rotation component in my BP the object disappears in game. Why?

  • @yantingye1988
    @yantingye1988 4 месяца назад

    If you want to use a blueprint to make dozens of stones randomly suspended and able to rotate 360 ​​degrees freely, how should you achieve this? Similar to floating objects in space

    • @ezunreal
      @ezunreal  4 месяца назад

      You can use PCG to achieve this. make few different blueprints and generate them across the level

  • @judasthepious1499
    @judasthepious1499 Год назад +2

    cool.. I can make moon and planets now

  • @frankrenzulli4354
    @frankrenzulli4354 11 месяцев назад +2

    you can make rotational movement way too easy using the component "RotatingMovement" and put it in the blueprint you want to float and then tweak the variables. Nice tutorial tho!

    • @ezunreal
      @ezunreal  11 месяцев назад

      Thanks for the tip

    • @JulianR-top
      @JulianR-top 7 месяцев назад

      goated tip

    • @JulianR-top
      @JulianR-top 7 месяцев назад

      Just in case you can also use the InterpToMovement component, cheers

  • @SpinxSage
    @SpinxSage 9 месяцев назад

    This locks it to the 0 location, is there a way to have it float in its current location?

  • @mikelkram
    @mikelkram Год назад +2

    ok👌

  • @screenapple1660
    @screenapple1660 Год назад

    How do you switch characters in a gameplay by press F key?

  • @jamesstime4628
    @jamesstime4628 10 месяцев назад

    It is pausing after moving up and down every time.

    • @Dianalkisa
      @Dianalkisa 10 месяцев назад

      Hi, in case you weren't able to fix this issue, changing the length on both timeline nodes to 4 should fix it :)

  • @Adam-cn5ib
    @Adam-cn5ib 6 месяцев назад +2

    This is a terrible guide. Why would you make two timelines instead of having 1 timeline do both the up and down movement (and then loop it forever by pressing 1 button that says loop)? Meritocracy clearly does not have a place in this society anymore...