Thanks for taking the time to read this. I’ve created a blueprint for double doors. I’ve used this to create kitchen cabinet doors and living cabinet doors and they work fine but when I apply this blueprint system to a set of French Doors for my house, both doors rotate counter clockwise, where only 1 should rotate counter and the other should rotate clockwise. Not sure if I’m explaining it well, but both doors rotate the same way instead of opening correctly. I’m very confused as this works with other doors in my game but just not the french doors. I’ve recreated the blueprint from scratch and the issue persists.
One timeline is a 0 to 90 curve and the other is a 0 to -90, yea? Instead of running two timelines in a sequence, you could just set them in the same update path, only multiply the yaw by -1 for the other door or subtract the timeline output from the base rotation.
And on that note, is probably easier to use a 0 to 1 float track in timeline and multiply the output of timeline by 90 and -90 or whatever. Then you can throw a float var in there to set how far a door should open, in case you make a large gate or some such that only needs like 30 degrees of yaw for clearance.
In your example where are you adding the “Base Rot R” and “L”?? Are those float variables? Sorry I’m a bit of a noob.
Nah, it’s a full rotation variable. I set it in begin play:
You can right click the output pin on a node like rotation (or vector) and hit split struct pin to expose the individual values.
Could skip using a var then just add to local rotation and hope they don’t get spun 180 degrees later lol. Some clamping could avoid that though.
It made no change at all, one door still rotates incorrectly with your blueprint:
Is the other mesh component rotated in the bp or scaled by -1 y (or a unique sm with the base rotation baked into the mesh maybe)? One door is turning clockwise and the other counter, as expected, so something must be going on with the mesh origin.
In my example, I used 2 copies of teh starter door, rotated one by 180 degrees,and moved them to + an - 90 y.
If I zero out the local rotation on door l there and scale its y by -1, I get the same weird flippy action..
Hey,
Try using Set Relative Rotation instead of Set World Rotation.
Also be mindful of which rotation you actually control, might be worth double checking just to cover all bases.
I set it up so I have two float tracks inside my timeline (one for each door) and run two Set Relative Rotation nodes on update via sequence node. You need to find the values that work for you. I can provide detailed screenshots if needed.
I started with set relative but both doors sprang to open position upon interacting, instead of using the timeline to openly more slowly. Another person suggested using World Rotation to help with that.
The really confusing part is I’m using this same blueprint programming on another set of cabinet doors and it works perfectly fine. But when I pasted the BP event graph onto my french doors it goes wonky.
This looks okay to me, I think it’s exactly the same as mine. I think the issue is with your timeline, I don’t think you ever posted it.
Here’s the code I use.
My Left (top) timeline runs from 0 to 90 and the other one 180 to 90.
It works great and if you want to change which way the door open, you rotate actor in the level by 180.
Make sure your meshes are child components of root too, it might make a difference and I can’t really tell from the screenshot. ![]()
It’s pretty clean too.
@illspiritx hope you don’t mind me chipping in. ![]()
THIS WORKED!! Thank you!!
Still doesn’t make sense why the original blueprint works perfectly on my cabinets, but not on the doors, but I’ll take it! Thank you everyone for helping!
Glad to hear it worked!
Yeah, the difference is probably just in how the pivots or components are set up.
Great that you’ve got it working!








