How to rotate an actor between 2 public variables?

Hi !

I have a little problem for my blueprint system :

-I want to make a security camera that rotate with the timeline node but I want to be able to choose the rotation in the editor.

  • I have a “Max” angle float and want the timeline to stop if it’s get more than this float.

The problem is my timeline going for -90 to 90 to -90 in 10 sec and I can’t influence this one to my "Rotation Angle Max’ I follow this tutorial (Engine Feature Examples for Unreal Engine | Unreal Engine 5.1 Documentation) but the image is too low quality and can’t see what I need to continue >< please help !

To do this, change your timeline keys to go from 0.0 to 0.1 on a float track, instead of going through the rotation range.
Then the timeline can be used to change between 0% and 100% of the range of rotation determined by other variables, such as editor-editable ones on your blueprint. All you have to do is multiply that timeline percentage output by the desired end rotation amount during each update of the relative rotation.

Thank you for your comment !

Maybe I didn’t get it I try like you said but the camera doesn’t move anymore…

Is there a way to download this content or it’s not available anymore ?

The keys should go from -1.0 to 1.0.

And don’t just change the timeline - you must also change the blueprint graph so it is multiplying 90 by this number between -1.0 and 1.0 that is coming out of the timeline, and use that product result as the relative rotation setting value. That way it will start out at 100% of -90 degrees, then move through 0% of 90 degrees, on to 100% of 90 degrees.

Of course you can use your public variable value instead of hard-coding 90 degrees in. That’s the whole point of doing it this way.

Show me how you changed your blueprint graph

Oh I see what you mean, test it and it works thank you very much !

I’m glad I could help! Please mark my answer Accepted for others who come here looking for the answer :slight_smile:

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