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.