Another Door Question

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.

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You need to use a ‘set relative rotation’ node, rather than ‘set world rotation’ :slight_smile:

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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?

The tutorial I followed was by pixelhelmet: https://www.youtube.com/watch?v=qYcSh9ZNJig

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.

I am in your debt, thank you.

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With timelines, it’s good to calculate the start and end points before running it.

Here, you’re sampling a condition during the TL

Something else to try :wink:

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