hi guys. I make a simple players interact for a building design presentation. and creating an open and close interaction door animation.
fyi, the animation that I use is an animation from the 3dsmax scene, exported with fbx. because I don’t use the timeline and do simulations from the unreal engine.
actually for the purpose of Architectural presentation is enough for me. bcoz when i operate it for clien, i made slow walkthrough, walk with slow speed, open doors nicely… enter to one room to another room, close the door everything by slow movement.
But when playing fast by pressing the button and repeatedly, I found something rather odd here.
theres 2 type of door ive made. a normal bedroom door and a garage door its an electrical heavy steel door and takes more than 3 secs for each animation for ‘open’ and ‘close’ as well
ok for 1door, here i got 4 files after export by FBX;
skeleton
skeleton mesh
physic asset
animation sequence (open door swing/rotate about 90 deg)
i also create in unreal the ‘close’ animation sequence
I press the “open” key, and the animation is in progress to open the door. when the door is in the middle of the road and the animation is not finished and I try to press the “close” key (flip / flop) and i notice the animation will appear from the beginning play the door to close the animation. so the mesh looks spawn from where it start in 90 open position. this will looks significant on my garage door animations that take longer time.
I use version 4.20.3
my question is
1 is there a node to reverse the animation?
2 what node in blueprint to decompositing the both animation and audio that we can be play it from the middle to end?
3 how can i set the collision on skeleton mesh? so the player cant go trought the door?
if you are strictly using animations you can make an animMontage and make an animation of the door going in reverse and play that montage based on a boolean true or false of the door being open
I would recommend however using a timeline in blueprint and rotate the door on z axis. in the timeline make it go from 0 - 90 in 3 seconds.
set a bool for the door being open or closed and depending on the bool you can trigger reverse in the timeline input and reset the bool to false for door being open.
for collision add a box collision for the door, and in the doors event graph you can set up an beginOverlap and endOverlap to trigger .
unless i am misunderstanding. if you want just a basic collision, you can open the mesh from the file browser and in there you can add a box collision and size it to shape.
for the sound you can trigger a play2d sound and set a delay before it to start later. or add a sound to the door animation timeline to trigger the sound during the animation without needing any blueprint scripting
thankyou for the reply
since i cant find how to add the collision on skeleton mesh in blueprint i decide to reimport the mesh and fix the pivot so i can create the animation with timeline rotate the the window and also adidng a rotate to the handle as well. thats the reason why i chose to make the animation from 3dsmax because i have more than one mesh animation. and its a quick step i think
the animation plays well on my flip/flop node its open and close in every key to its position, collision works well since its not a skeleton mesh it just open the mesh and simply add the collision,
but the sound still play from the beginning when i hit the key
this situation looks even worse on the garage door which takes longer on the animation
can you add a delay just before the play sound? Is your sound in a “cue” you can put the sound wave and create cue from sound wav, and then in the cue add a delay maybe.