So essentially what im doing is trying to make a door move and rotate open as if it’s on a big hinge with blueprint. I have it working as in moving on the x and y axis but am having trouble making it rotate. To move on x and y I used a timeline then got the original position of the actor (the blueprint in this case as I want to use it in a few places) then used vector + vector to add them together and set it’s new location. This works perfectly so far.
However, when I use a vector timeline for rotation is says structvector is not compatible with structrotator. Is there a way to add struct vector and rotator values together or to have timeline use structrotator? Or am I doing this in the totally wrong way?
Here is a screen cap of my blueprint right now. Any help would be amazing.
That worked near perfectly! Also showed me about flipflop
1 Little question, Since I have 2 timelines in my blueprint for movement and rotation, how would I get reverse to work properly with both. If I plug it into the movement timeline it only does the movement part, while if I plug it in the rotation part it only does the rotation part. Pic of what I’m talking about
Hmmm, I’m not sure. You could try putting in another flipflop after Set Actor Location? I’m not sure if it’d work though or if it’s the best way to do it.
EDIT: Wait, are you trying to get it to move then rotate? or move and rotate at the same time?
I tried this out myself, but my door doesn’t animate per se, it just jumps from the start position to the last position. I only have two keyframes in my timeline, I was under the impression it would auto interpolate all the points in between. Is that not the case? Can you post a screen shot of your timeline please?
Oh nevermind, I was trying to build the final rotation a different way with Combine Rotation, which apparently was the wrong way to go about it, it works if I break/add/make the rotation.