Is the an easier way to animate an object using Blueprint Timeline?

I want to be able create simple animations and apply them to different objects in Level Blueprint. This is the current layout I am using It works , but it feels a bit too complicated seeing as I have to add two extra actors for each position.
I have tried using when I tried using SetActorLocation. Then I have to manually add the exact position I want the actor to be at the start and end of the Timeline. This can be time consuming especially when you are designing a level and are constantly moving actors into different positions in order to get the best layout.

Ideally I would be able to set how much I want the actor to move on each axis . For example + 100 on the Z axis and it would move relative to its existing position instead of jumping to another position. It would also be a bonus if the animation played relative to an actors rotation as well.
This was very simple in UDK so I am wondering if I am missing something.
Thanks

Any animation you play would be relative to the actors rotation. All i’m seeing above is manual movement of the BP. What you could do to make things easier is make a start and end vector variables make them editable and check "Show 3D Widget. This will make editable vector variables you can see and move in your level. You could, also, set the initial end vector to your preferred height, then if you wanted any custom ones adjust them in the level. You can see a good example of this here: rocket.unrealengine.com/docs/ue4/INT/Gameplay/Blueprints/Tutorials/AutomatedDoor/Part_1_InitialSetup/Door_1_05/index.html

There are also some ‘move to’ type functions if you want to slim it down a bit. It doesn’t look overly complicated though, in my opinion.

Best Regards,

Ryan

Hey there. I’m trying to do this for a climbable invisible trigger box that moves the player up. But it seems to move the player suddenly forwards and to the right, or on some attempts where I changed the blueprint slightly, down and through the floor. I don’t know why. I made sure the values for the z coordinate are always positive and I never touched x and y. I tried using an initial location that is set in the editor with a tooltip as per the suggestion but that didn’t work (though I kept the end location set like that).
Here’s the blueprint on the climbable trigger:
https://drive.google.com/file/d/0ByqrkXLVD6TuV010bkdwdzhhNnJiRGJsUmU5MjhYYm1nZWxv/edit?usp=sharing

Let me know if the image link doesn’t work for you- it was too big to upload so I thought this would be ok.

Hi ,

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