Blueprint communication for a slot machine concept

:champagne:

For the reels, I see that the static mesh is laying on it’s side by default (and that you’re needing to add 90 degrees in the BP editor) Best case scenario is for the reel to have the correct orientation/rotation with 0,0,0. (You can change this with the in-editor geometry tools now)

Why does Add work but Set doesn’t? What does it do differently?

Add, adds rotation to existing values, set would override everything.

I noticed that the Rinterp To works, but it kind of jumps to the random num I’m generating

In the first screenshot of your last post I see that your interp speed is set to 0, this will cause an instant jump. (try numbers from .5 - 10 )

How could I link the other 2 reels to work as well.

General rule of thumb is that if you’re duplicating code/logic more than 2 times you should put it in a function. But 3 is only one more than two… so you could get away with copy-pasting the same logic without making too much of a mess. Although, be careful: If actively developing it could be a pain to change things in 3 spots.

I would like to add a delay, between the reels starting to spin

You can feed a random number into a delay node.

It would be nice if there’s an ease-in/ease-out for the spinning

Armchair developing here: What if there are 2 stages of rotation, where it will rotate randomly, then once the number/symbol has been landed on, it eases to be centered on the line.

keep some sort of track of the symbols that the spins land on

Having specific range of rotation values that match the symbols seems logical here.