Drawing - Modifying Pawn


Next we need to call the draw function which I did through the MotionControllerPawn. Firstly we feed the event trick into a gate along with what input you want to start drawing which for me was trigger right. Next the gate would exit onto a line trace by channel function and the start value would come from the world location of the right controller and the end value would come from getting the forward vector multiplying it by a value of choice and then adding it to the world location of the controller. Lastly we set the trace complex to true so we can detect when and where we are drawing on the surface.


Next, we need to call the drawing function which we get the out hit produced by the line trace function, break it and then get the hit actor and cast it to the surface actor, next we using the cast we call the draw function we created in the actor. Lastly we feed the function a size of choice and the location which we get by once again getting the out hit from the line trace function and finding the collision UV which we feed as the location.


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