How to Make a Moving Platform in Unreal Engine 5

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
what's up guys welcome to new Unreal Engine 5 tutorial and today gonna show you on how to make a moving platform that's gonna be a very easy video to follow so let's get started but first check out the link in the description to get out with some unreal ending courses on winfox alright so the first thing that we have to do is go ahead and create a new blueprint class it's going to be type actor and it's gonna be BB underscore you know uh moving platform all right let's go ahead and open this up and the first thing that we have to do in our blueprint it will be to go ahead and add our mesh now in my case I'm gonna just be using a simple Cube but you can use whatever mesh that you want in here you can change it okay so I'm gonna change the scale values to be into five five and then point one in z uh sorry I need to unlock it so five five amp and one so you can see that now it looks more like a platform and it's a bit bigger so if I were to compile and save I can just drag this and I think it is pretty good for the player maybe you can make it a bit smart but I think that is perfect so the thing that we have to do to allow it to move is to add a specific component so I'm rewinding basically makes that uh very easy so let's go ahead add and it's going to be the interpolate to movement uh component so now we can go ahead and you know have different um controls over here so for example the duration you know how much time it will take to go from one point into the next one in our case we're gonna head and experiment with that bit later but for now this is good now the control points is the most important part is basically the location uh where the you know the platform will move to so we'll go ahead and touch that in a second and then we have the bekaver as if it will sweep and the teleport type and the behavioral type now the first thing I want to change is the behavioral type is there one shot it's gonna be on ping pong so it's basically just looping uh you know forward back forward back you know what I mean all right so go ahead and let's start adding some control points in order to allow the movement so we have to First add a control point so this positions will be relative this means that basically it will not be in the world position as resistor will be kind of here it will be relative to the object so 0 0 will be right where the object is placed in the scene at the start so let's pray so the start you know the the platform will start in its begin position in here in zero zero zero but we'll go ahead and add another control point which will basically move a bit forward for example 50. you know go ahead and play with the settings now so now if I were too literally compound and safe and go back into the scene but it's a bit up and then press play you can see that now the platform is moving forwards and backwards of course very slow but hey you know it's doing this thing as you can see all right so the thing that I prefer instead of manually putting a value over here you know and and then going into the scene and then testing is this value is correct and so what I prefer to do is go ahead and add a widget that you can go ahead and drag manually in the viewport so let me just show you what I'm meaning so when here we can go back to blueprint go to the component and then go ahead and delete all of the control points saying okay we're gonna delete the control points but now how it will move well instead of adding it through the details panel we're going to do is add it through blueprints so we're going to go into the construction graph now you can probably you're wondering why we don't use demand graph and it's just because the construction graph or script it will always um you know I guess play or compile well we aren't not in play mode and we are just stuck in the scene so we can kind of preview how things will look okay so we can go into the construction graph script and then I drag the interrupt to movement component and then once I add control point and then we go so control Point position and then we came for this year so at the start again we always need to make sure that the position is relative is thick and then the third position will be 0 0 as X mining four because we want our position to start here it's going to be our first the key point you know and I'm going to go ahead and copy and paste this node over here and then this is going to be our forward position but now again we have the same problem we need to put a value over here right but what we can do is create a variable that will expose it as a widget like I just explained before so we can just go ahead and create a new variable it's going to be um move to uh pause and then we can change this value to be a vector so now we can go ahead and compound and then go ahead and go into the details of this variable that we have just created and then we want to go ahead and take some things first of all instance editable which will make it public with this eye then we can access from outside this blueprint and then we want to make sure that show 3D widget is on so now this will be the part or we are able to add and drag it so now we can just go ahead and drag this and move post and get it and just drag it as our destination and now if we compile and press play so now press play we go back into the scene now if I select it you can see that we have I kind of gizmo here Nikon so now we can go ahead and select it and we can move it so now the uh the python will basically go ahead and move into that specific location over there so now if I press play you can see it will go into that location that I assigned but this can be in the other in other sense you know I can go ahead and select the back again and I can go ahead and put it diagonally into this mesh over here and now it will go into that measure here so you know you can play with settings and put it and place it in your world as you would like to and now I think it's going too fast so what we can do is go back into the internal blade to movement component and increase the duration to around three or whatever you decide so now if I go ahead and press white now it will move a bit slower into the position I can jump on top of it and you can see the character will stick into the mesh automatically so definitely it looks really cool and you can start making your platforming games on Heroes that we like and of course expand this more and you know adding more behaviors with level design and overall just making it a bit better change the material add a custom mesh and so so on so you guys if you found the tutorial helpful I would really appreciate you go like the video and subscribe to my channel I also have you just opened my um Discord server so if you want to go ahead and join Link in the description so go ahead and join I am finishing up the special 10K subscriber special video I am very excited to show what I've been working on so hopefully you guys will like it so it will probably be out very soon and now yes we've all said bye bye [Music]
Info
Channel: Gorka Games
Views: 19,538
Rating: undefined out of 5
Keywords: games, videojuegos, unreal engine, unreal engine 5, ue5, moving platform, tutorial, unreal engine moving platform, platform unreal engine 5, ue5 make moveable platform, ue5 platform in realtime tutorial, ue5 how to make a platforming game, unreal engine 5 move platform, unreal engine 5 how to make a platform move into a destination, unreal engine 5 how to make moveable platforms, unreal engine 5 platformer game, ue5 platformer game tutorial, moving platforms in ue5
Id: WznFdYWM2c8
Channel Id: undefined
Length: 7min 30sec (450 seconds)
Published: Sat Feb 04 2023
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.