I have a ‘Tomb’ level, which has a somewhat complex sequence of mesh movements to open / close a set of inner and outer doors.
The concept is this:
- Level starts
- Inner steps retract
- Inner doors close
- Outer steps retract
- Outer doors close
gameplay…player solves puzzle and:
- Outer doors re-open
- Outer steps reveal
About 15 meshes to animate in total.
Initially I tried animating this using blueprint, but it got very fiddly.
Then I discovered the level sequencer, which seemed to fit the bill. Once I had got around the fact that all the meshes snapped back to their original locations after the sequence ( set ‘keep state’ - I assume the ‘restore state’ checkbox in the world outliner details is supposed to set this across the whole sequence, but doesn’t work ), I was happy, until…
So, I made a sequence 1 - 5. But then I come to animate 6-7, make a new sequence, doh! - everything’s back at 1. But I need them closed to setup the ‘open’ animation.
What is the best way to do this? Sequencer or blueprint. In blueprint I had problems with the various timing issues ( doors can’t close before steps are retracted etc ).
Grateful for any advice… :-/