Fix object to BluePrint

I created a system to inspect items, now I want to create a password system for a padlock, however, whenever I try to rotate something in the blueprint, a bug happens, and that item becomes detached from the rest

These were the commands I used to rotate the component:

This is the position the item is in when inspected

Inspect

And that’s the bug

Detail, the rotation system is working perfectly, the only problem would be that the static mesh component would be coming loose from the others

Just take a look at the pivot point of the dial mesh. I think you’re just rotating on the wrong axis?

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The axis is correct, in fact the rotation is working perfectly, it starts in the right position, but when I press the A key it tilts on the wrong axis, however, it continues working normally

Here is a sequence of it rotating

A buggy axis only happens once

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may not be the issue but I think you should be using RelativeRotation in this case,

otherwise you are setting the Pitch/Roll to 0 which may not be desired

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Also like @Auran131 says, ‘set relative rotation’ is probably better.

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I had tested RelativeRotation, however, when I press the A key it rotates more than 36 degrees, even without using the add, without adding it to any value, it seems that it uses the current rotation of the mesh component to rotate

With the add:


Without the add

As you can see in the example above, it moves more than 36 degrees, removing the order numbers :confused:

I believe I found the solution, instead of using Get World Rotation I used Get Relative Transform to save the position of the Mesh Component… and I added a reverse command, input A rotates + 36, and input D rotates - 36

In principle everything is working correctly, thank you for your help

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