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Many problems when rotating an object with timeline

Hi everyone. My problems can be seen in this video:

As you can see, I want to rotate that bridge in the Y axis when entering the trigger box, so that the player can move and skip the river. I’m using a timeline like this:

And my level blueprint looks like this:

The bridge initially has a 90 degrees rotation on the Y axis, so the first value I’m setting in the float curve is 90. If I rotate manually the bridge from the editor (with world transform) and put it in the proper way, the final rotation is 0. However, setting the last keyframe of the float curve to 0 makes the bridge rotate in the opposite way. That’s why I set it to 180. But, as you can see in the video, sometimes it gets the right rotation and sometimes not.

So I want to ask you 2 questions if possible: How can I rotate the bridge properly with a timeline so I can get a smooth transition between those two points? Why is that weird animation playing after I enter the triggerbox?

Thank you very much in advance!

[USER=“3188286”]xTC Envy[/USER] You need to calculate the initial rotation and put it in a variable, then attach that variable to the SetActorRotation node… ( it’s because the GetActorRotation node is returning a different value for each frame as you run the timeline )

You also might want to look at AddLocalRotation ( called something like that )