This sounds like it is the easiest thing to do in the world but I can’t seem to quite figure it out. Honestly I couldn’t figure out how to do this in UDK3 via Kismet either.
So how would I change the Transform, Rotation and/or Scale with Blueprints?
I’ve been trying to Get The Rotation then Set The Rotation but something isn’t working.
So I’ve gotten the rotation working but I am still lost on storing the rotation and then modifying that value. It seems like what I will need is to be able to store the value at play and then when the rotation would occur just Add or Subtract 90degrees from the axis I want to move along.
Can someone help me figure out how to properly store the local value of a static mesh with a Class Bluescript, the rotation nodes I’ve been looking at all seem to be World or Relative which is derived from the parent.
What (I think) I want is this ObjRotation=(x,y,z) when event happens ObjRotation=(x,y-90,z)
JohnnyCrazy, thanks for the response! I hadn’t thought about storing a variable in the Construction.
Unfortunately it’s not working because the Arch/StaticMesh ‘Wall400x200’ is incapable of being rotated the way I want it to rotate…(?)
I’m going to repost in a minute with a custom mesh to see if it’s still an issue. But WOW that is frustrating. If i rotate the mesh in the component window the direction I want it changes the X,Y and Z every time.
Might be useful. Pay attention to the variable section, and substitute location with rotation.
Also I think you might have better results making the bridge sections Actors. There are more Blueprint actions that operate on Actors than meshes currently.