You would need to place 3 static meshes (box, left door, right door) in a blueprint viewport. Make sure the pivot of each door is on the side of the door you want to open/rotate around. The following is a basic event graph I use where a box collision is used to trigger the opening of a single door. You would need to do this for two doors, ensuring that they rotate in different directions around the z-axis using the LERP node (A/B angle input). The timeline node is there to ensure a smooth opening over a set time period. Creating doors in blender is too long to explain here, but there are many YouTube videos to start you off.
Hey @17-men-17, welcome to the community! This is totally doable - here’s the approach:
In Blender:
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Model 3 separate meshes: the box body, left door, and right door
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KEY: Set each door’s origin/pivot at the hinge edge (left door = left edge, right door = right edge)
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Create an Armature with bones for each door (Bone_DoorLeft, Bone_DoorRight)
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Animate the doors rotating around Z-axis (-90° for left, +90° for right)
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Export as FBX with baked animations
In Unreal (Blueprint approach - no skeletal animation needed):
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Create an Actor Blueprint with 3 Static Mesh components (body + 2 doors)
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Add a Box Collision for the trigger zone
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Use a Timeline with a float track (0→1 over 0.5s)
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On the Timeline Update, use Lerp(Rotator) to rotate each door:
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Left door: Lerp((0,0,0), (0,0,-90), Alpha)
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Right door: Lerp((0,0,0), (0,0,90), Alpha)
- Apply with Set Relative Rotation
The Timeline approach is actually simpler than importing skeletal animations - you get full control in Blueprint!
#Pro tip: I use Asset Optics to plan out multi-step asset workflows like this - helps track all the meshes, animations, and Blueprint tasks across Blender and Unreal.









