# How to separatly move static meshes placed by a blue print from inside a blueprint

**URL:** <https://forums.unrealengine.com/t/how-to-separatly-move-static-meshes-placed-by-a-blue-print-from-inside-a-blueprint/325577>\
**Category:** Character & Animation\
**Tags:** unreal-engine, Blueprint, question\
**Created:** [July 17, 2015, 3:51am UTC](https://forums.unrealengine.com/t/how-to-separatly-move-static-meshes-placed-by-a-blue-print-from-inside-a-blueprint/325577 "2015-07-17T03:51:20Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![Inductance](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Inductance](https://forums.unrealengine.com/u/Inductance)\
**Post date:** [July 17, 2015, 3:51am UTC](https://forums.unrealengine.com/t/how-to-separatly-move-static-meshes-placed-by-a-blue-print-from-inside-a-blueprint/325577/1 "2015-07-17T03:51:20Z")

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I have made a blue print for a door made up of multiple pieces which must move out of the way when the player moves into a collision box. The collision box, a particle system and 4 parts which make up the door are all contained within the same blueprint. I have everything set up perfectly in my construction script but can’t figure out how to move these meshes after they are placed. I’ve tried putting them into an array but didn’t have much luck. I’m starting to think I might have to do this with a matinee or multiple blueprints instead.

This is the bulk of my construction script.

 ![50521-construction+script.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/3/3/d336c079447b2a045d1bf9b9cbbbd74c3b5eafbc.png)

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**Author:** ![RAVaught](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@RAVaught](https://forums.unrealengine.com/u/RAVaught)\
**Post date:** [July 17, 2015, 7:08am UTC](https://forums.unrealengine.com/t/how-to-separatly-move-static-meshes-placed-by-a-blue-print-from-inside-a-blueprint/325577/2 "2015-07-17T07:08:18Z")

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You will need to use timelines to move them. Also, you will likely want to have the static meshes as components of one object(if you don’t already) which makes everything easier to deal with. See these tutorials:

> **[Opening Doors](https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/Blueprints/UserGuide/Timelines/Examples/OpeningDoors/)**
>
> An example use of a timeline in which we set up a classic proximity-based opening door using Blueprints and C++.

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

The process used for doors is pretty much the same process used for any other objects in this scenario.

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**Author:** ![Inductance](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Inductance](https://forums.unrealengine.com/u/Inductance)\
**Post date:** [July 18, 2015, 3:20am UTC](https://forums.unrealengine.com/t/how-to-separatly-move-static-meshes-placed-by-a-blue-print-from-inside-a-blueprint/325577/3 "2015-07-18T03:20:26Z")

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Thank you for the help. I was able to get my blueprint to work by combining this with arrays of the mesh components and their locations.
