Door behaviour as Actor Component

@ik3ds: I would make a door actor instead of a door component (using blueprints as he has). You can expose angles/axis through exposed variables, and then when you place one in the world you can set which static mesh to use and what the angle/axis is through instance overrides. (When you place the door it will show up in the settings panel).

We do this for doors in our game and it works very well.

If you truly want it as a component, you can create a new blueprint component (add component → create new blueprint script component) that controls its parent’s position/rotation, and drag that into any door.

I’m not sure how much detail to go into, because I’m not sure how familiar you are with the system :slight_smile: