Hello folks, I am a beginner to blueprints, and I was hoping someone could verify that my vague understanding of them is on the right path.
I am constructing (or trying to) a blueprint to open a door. This door is composed of 3 different meshes that came from separate FBX files, and need to animate independently (imagine a vault wheel spinning, and then the main door sliding open). I will need to place many instances of this door throughout the level.
Here are my questions:
If I am planning on having several instances of this door blueprint in my level, is my understanding that I should make an actor blueprint and not a level blueprint correct?
I have been having trouble applying animation transforms to my imported mesh objects- It keeps telling me that static mesh objects are not the right type of object to be applied to the blueprint functions I have chosen. All of the tutorials I have followed thus far have only applied animation to boxes, and other objects created directly in UE4, so what step is necessary to make a static mesh object animate-able?
(Edit: forgot about this question) Some tutorials on door blueprints I followed used Matinee, other’s relied on using a timeline function. From my novice attempts at using matinee, it appeared to only work in level blueprints. Is this correct? If not, is matinee a good way to approach the door system I described?
Thanks for your time =)