Noob Q: How do I instruct a mesh within a blueprint to simply rotate?

Greetings,

I’m a relative noob with UE5 and just trying to use it for the most basic of video production stuff (not games). I want to start adding a bit of motion to props. As in the following, where I want to modify this prop so that the tape reels inside are rotating.

I figured that was - and is - easy to accomplish, so I looked for vids to help. Along the way, I landed on these BP-instructions and figured I’d just use process of elimination to determine which ‘Make Rotator’ value to use, but when I test this, the reel moves (not rotates) away from the mesh.

Each of the reel-meshes are independent. I’d love to just give it an instruction whereby I can say ‘rotate constantly at the following rate’.

Thank you, in advance, for the noob-help. I really need to educate myself on this kind of basic operation, but just haven’t had the time.

Take care,
DocBadwrench

Use Add Relative Rotation instead of Location.


This is all you need to add constant rotation to a mesh.

Thank you! I have modified my nodes to align with yours.

However, when I actually hit play to test, the reel turns for about a few seconds and then gets… stuck. I don’t mean that it stops. I mean it appears to get ‘stuck’ and not be able to continue rotating. Am I missing some continuity instruction perhaps?

Here’s what it looks like:
2024-01-13-ue5-stuck.wmv (621.4 KB)

Very close now…

For background assets you can use materials to keep alive:
TapeReel

You can then use dynamic material instances to break the timings or put in some more work to have it start with a float.

1 Like

Oh, that’s a good solve. I will do that if I have to. ATM, the prop is modeled. It’s not just a texture, it’s got geometry. BUT thank you. That’s a good alternative.

1 Like

Just make sure to test every option with a fast render from sequencer. There is a chance certain ways of getting the result will look great in editor and then simply not work when rendering.

Thank you. Yeah, I’ve definitely learned that the hard way. And since rendering is lightning fast (compared to traditional 3d modeling software), there’s no reason not to.

I am still hoping to get the mesh properly rotating. While I love the spirit of @pezzott1 's fix (and which I may end up using if I can’t get this cat-brain to work), I have a number of other prop-sets where I also need to accomplish things like this, so it behooves me to learn how to do it proper.

Thanks all. UE5 is a LOT…

1 Like

I’m just bumping this again now that the work week has started. I’m still searching for this solution. I may just yank the mesh from the blueprint and manually rotate it in the sequencer.