Door simulates physics when opened, but the rotated blueprint in the level freaks out.

DoorRight
DoorWrong

Hi guys, sorry I’m very new to Unreal Engine and hope that you can help me, because I don’t even know what to search for in this case.

So I made a door, that simulates physics when fully opened and can be reverted from that position to it’s closed state. After A LOT of tries it worked perfectly fine but when I placed a second blueprint of that door in another part of the level and rotated it, the hinge physics go crazy. When I disable the physics completely, the door opens as expectet. When physics get simulated, the door jumps to a stange angle. Does anyone have an Idea why that is the case?

It seems like the hinge is ignoring the rotation of the root.

This part

image

is running every frame. I assume you wanted to run it after the timeline?

Yes, I think the simulation should be activated after the timeline ends. But you should still be able to reverse the timeline while it’s playing. Would that resolve the rotation issue? Do you have any suggestions? Thanks in advance!

I just noticed there, you’re also getting the rotation of the door during the timeline, that won’t work :wink:

With a TL, you need to calculate the start and end points before you start.

Also, the lerp is much simpler. Like this

Thanks for your help, but you just made a simplified version of the door. I need the relative rotation for when the physics rotated the door somewhere else than the “open angle”. Also the blueprint as it is works fine without the physics.

Ok, so you grab that value, and then go into the TL. Don’t sample during the TL as it will screw up the lerp.

One thing I thing you should know also is that simulating objects do not work properly with relative rotation, I tried once to do a simulating door just like yours and I struggled a lot till I figured out that I should work with world rotation. (Now my doors work fine)