Okay, I’ve got a door that opens and closes with a keypress. It works great as long as I don’t rotate the Door Blueprint SM in the scene. It seems like there should be some way to reset orientation and position of a SM, so that UE treats it’s yaw as zero no matter what it really is. There’s an orientation and position node, I have no idea how to use it or if it even is capable resetting yaw to zero without rotating the mesh like I want.
Anybody else run into and solve this issue? It seems really lame to have to have a seperate blueprint & components for every door. Below is the code the opens the door.
Thank you, I replaced the SetWorldRotation with setRelativeRotation, that works, but it completely broke the timeline animation. I tried also replacing getworldRotation with getRelativeTransform and splitting the pins so I could plug in just rotation. That doesn’t work either. Both ways the input is slower than it should be. Is there something different/else I need to do to get it working correctly?
Clockwork, nope, you were right, I took a second look and realized in editing I screwed it up. Just replacing GetWorld with getRelative does fix it for all doors.