Hi, i’m making a cinematic intro and i’m trying to animate an airplane’s propeller, the issue i’m facing is that to animate the propeller i need to use relative rotation and for some reason it always use world’s rotation.
I have already moved the pivot location to the location i need to make de propeller rotate in the right way, but i don’t know what i’m doing wrong.
here is a video of what i’m getting
can somebody help me on how to use the relative rotation in the unreal engine 5.5 ?
Is this just a static mesh or a skeletal mesh? You don’t want to animate the propeller in sequencer as you’ll have to constantly be adding new frames. If it’s a static mesh, create an actor blueprint with it and animate the propeller with blueprint. Just use the Add rotation node driven by Tick, or add a rotator component to the propeller and specify the rotation axis and it will just rotate indefinitely. Then you can code events for starting and stopping the rotation and you can access this inside sequencer.
You’re welcome. Let me know if you have trouble figuring out how to implement it When it comes to looping animation in sequencer, it’s best to either use a skeletal mesh with an animation at which point you can just drop it in the timeline and drag it to whatever length you want and it will loop indefinitely, or to animate inside a blueprint using code.
I have already implemented it, i used the Rotation Movement component, using it i can increase/reduce the rotation rate that i need to use later to change the velocity of the propellers.