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    Rolling gate

    Hi

    I have problems creating a trigger that behaves in the following way:
    I want it to do so that when i stand on it, it moves a gate upwards, and when i leave it it moves the gate back to its original location.
    I would like my player pawn to move freely all the time, which means that if i leave the switch before the door is opened fully, it immediately moves in the other direction against its original position.

    I have tried using the "Event begin overlap", and "Event end overlap" nodes, combined with varoius setups of "Timeline" and "Move component to" nodes.

    I cant seem to find a configuration that makes the door smoothly, because if i move in and out between the overlap border, the locations get messed up, which means that if a player should decide to do this, he can move the door to awkward locations.

    What would you do in this situation?

    Kind regards :-)

    #2
    Hello,
    Try this set up for timeline :



    from : https://forums.unrealengine.com/show...l=1#post122815

    with timeline float keys 0.0 and 1.1 and a lerp vector instead of lerp rotator if your door slides.

    Comment


      #3
      If all else fails, I can help you set it up using iTween.
      iTween For UE4
      Procedural pathed animation for actors, components & UMG - $0
      Runtime DataTable
      DataTables dynamically loaded from text or Google Sheets while your game is running!
      easyCSV
      Fast, cheap, and accurate CSV parsing at runtime!

      Comment


        #4
        Thank you fen :-) Worked like a charm

        Comment


          #5
          Originally posted by Fen View Post
          Hello,
          Try this set up for timeline :



          from : https://forums.unrealengine.com/show...l=1#post122815

          with timeline float keys 0.0 and 1.1 and a lerp vector instead of lerp rotator if your door slides.
          It's worked and need no gate repair expert now , Thanks !!

          Comment

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