Problems with direction of door opening. It goes up and down!


Door goes up and down! Box collision works fine.

Hey there @MillionaireGal! So the reason the door goes up and down is because you have the timeline plugged into the Z value. In UE, the Z value is Up. If you’d prefer it move left and right (depending on which side of the door is considered front) you’d plug it into the Y portion in your set relative location node.

I did as you suggested in the Y and here are the results! Don’t understand when the instructor had in Z it works fine but not mine! Won’t let me upload short video but the door just slides left to right in X and in and out in Y and of course up and down in Z! It was uploaded from blender with the correct position of cursor to left bottom corner.

It looks like the export out of blender didn’t have X+ as the forward direction. There’s a setting when exporting FBX files to determine the direction of the front. When importing to UE you can also try to force the coordinate system shift here in the import options, however your mileage may vary!

I believe Blender is X+ Right, Z+ Front and Y+ Up natively so if not changed you receive it the way you have it now.

On that note, does your door now effectively slide left and right correctly? Or were you intending to rotate it open and closed instead? If so you would use Set Relative Rotation instead of location.

It was suppose to open and close. Yes it slides fine but not what I want or need for castle doors. I understand what you are saying, to change the set relative rotation but I do not know the rest of the tree to complete the command. It said it wasn’t relevant to the present tree.

Are you using this Set Relative Rotation node?


Hi, as you see my location looks just like your rotation box and the only other one that says rotation doesn’t look like yours and you see the warning it shows. Plus, it doesn’t allow you to pick just the Z.

Right click on the blue “New Rotation” node on the Set Relative Rotation, the select split struct pin:

This will allow you to connect floats directly.

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Bless you a thousand times! It worked! Thanks a million!

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