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# ObjectPath

UT :: Actor (UT) >> Keypoint (UT) >> ObjectPath (Package: UnrealShare)

Allows an object to follow a defined path, by specifying PathPoint nodes.

Note: At least 4 PathPoints must exist. The first and last do not need speed/deltaU settings.

Note: If there are N points to interpolate through, there must be in total N+2 points specified. Point 0 and Point N+1 are dummy control points, where Point 1-Point 0 is the initial direction of motion, and Point N+1 - Point N is the final direction of motion. The object will start at point 1 and end up at point N.

Uses the Bernstein basis functions for Bezier interpolation:
B0(u) = (1-u)^3
B1(u) = 3u(1-u)^2
B2(u) = 3u^2(1-u)
B3(u) = u^3

## Properties

### ObjectPath Group

bool bAlterPitch
  Should the pitch of the actor be modified during movement.
bool bAlterYaw
  Should the yaw of the actor be modified during movement.
bool bAlterRoll
  Should the roll of the actor be modified during movement.
name PathActorTag
  The Tag of the actor which should be moved.
rotator RAdjust
  Adjust the rotation of the object.

### Hidden

bool bPlayedOnce
  Really don't play it again since it's already finished last time
bool bTriggeredOnce
  Don't repeat the path if it's already played through
int curNode
  Which node are we at?
vector lastPosition
  Where the actor was in the most recent frame
rotator lastRotation
  The orientation of the actor in the most recent frame
int numPathNodes
  how many elements in the path array
Actor (UT) PathActor
  what should be moved
PathPoint Path[35]
  maximum 35 nodes in the path, hence 33 real positions
float uValue
  Offset in the segment

The main property that needs to be set for this is advanced > bStatic to false. Use along with pathpoints to make dynamic moving veichles.

Imagine the applications in Unreal 2

Wormbo: Funny to see pages like this over one year later.

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