Rolling gate

Hi

I have problems creating a trigger that behaves in the following way:
I want it to do so that when i stand on it, it moves a gate upwards, and when i leave it it moves the gate back to its original location.
I would like my player pawn to move freely all the time, which means that if i leave the switch before the door is opened fully, it immediately moves in the other direction against its original position.

I have tried using the “Event begin overlap”, and “Event end overlap” nodes, combined with varoius setups of “Timeline” and “Move component to” nodes.

I cant seem to find a configuration that makes the door smoothly, because if i move in and out between the overlap border, the locations get messed up, which means that if a player should decide to do this, he can move the door to awkward locations.

What would you do in this situation?

Kind regards :slight_smile:

Hello,
Try this set up for timeline :

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from : https://forums.unrealengine.com/showthread.php?30924-What-is-the-best-way-to-create-openable-crates-chest-shells-etc&p=122815&viewfull=1#post122815

with timeline float keys 0.0 and 1.1 and a lerp vector instead of lerp rotator if your door slides.

If all else fails, I can help you set it up using iTween. :slight_smile:

Thank you fen :slight_smile: Worked like a charm :smiley:

It’s worked and need no gate repair expert now , Thanks !!