Parent Timeline Affecting Children

So, I have a door that, when clicked, plays a timeline that rotates the door.
Door

Their are child blueprints of this door with inherited timelines and variables that do the same thing under different circumstances. If the parent door(or any other children) is open and you click on another door, then that door will ‘close’ because the parent or previous door is already open.


Can this be fixed or should I just make individual doors?

When you say ‘child blueprints’, do you mean copies in the level, or are they actually derived from the parent in the asset browser, with right-click ‘child blueprint’?

How are you calling the open and close events?

I notice that the close event just goes for it, and doesn’t check if the door is open or not.

Also, I think if you put the door at any angle in the map, other than the one you’re currently using, it will not work :wink:

Right-click, Create child blueprint class

There’s a firstperson character that uses a lineTraceByChannel to flip the door through open and close event when the player left clicks. But there is a bool variable that lets other actors know if its open.

I use the timeline to change the relative rotation of the door

Try it like this

1 Like