Hello. I am creating a game and I have run into an issue in my project. I have a blueprint named GateDoorHinge_Blueprint with a component inside named StaticMeshComponent. This component has two children, them being named GateMesh (a static mesh I created that resembles a gate door) and Box (a box collision). I also have the following in the event graph: Screenshot - b625c39cad53e88cd384c4afbda49206 - Gyazo and Screenshot - 04cbd7c39092d6e851dbe0096221f05f - Gyazo . I noticed that the pivot point on my GateMesh component is rather offset from the point I wish for the Gate to rotate at. Here is a picture to visualize it: Screenshot - 1964e934d69c9c678453976be19793db - Gyazo . When I run my script and given all the conditions are true, the gate rotates at this pivot point instead of the outermost stick where it should pivot ideally, and where StaticMeshComponent is currently located. Here is a gif of the problem: Screen capture - 6f0da9803cd12f643426b8551bd96713 - Gyazo . Any help would be greatly appreciated, thanks.
its rotating at the pivot point (origin of mesh) as its meant to. if you want to modify the pivot point then you can either change the origin in a 3d modeling program, or you can add a scene component and make the mesh a child of that then rotate the scene component. the scene component would represent the new pivot point.
Thanks for your speedy reply. This is a brilliant answer, however, a new problem arises when I set the StaticMeshComponent (parent component) to movable. The object becomes insanely large and impossible to deal with. Any ideas?
Scratch that, found a solution lol. Thank you for your help!!