Rotation Bug? (5.2)

Hello!

I wasnt experiencing this issue on 4.26,
Two issues.
The setup is, a static mesh, with a box collision as the child component by the door knob.
Basically, rotating a door by relative (haven’t tried in world), sometimes doesn’t update the rotation of the box collision.

Here are the example pictures of the bps, the code is simple.
Any other code around it, affects other actors, not itself, so there’s nothing else to see.
I don’t mess with the rotation of the box collision at all, I just trace to it from the character bp. I looked for references in blueprints, and its not being used anywhere else.

& One of the other doors loses its collision fully, which I do not change the collision at all.
The only code I touch with the doors are the rotation.
I’ll keep investigating.

ue_3


ue_1

Have you tried just dragging the door knob collision onto the mesh? Then it will rotate with it

image

Hey, so the issue isn’t that the box isn’t rotating with the door knob.
The issue is that when the door rotates, once in the a while, the box overlap component isn’t rotating along with the door, its “offset’ed”.
As if its taking a world rotation approach not a local.

It shouldn’t matter. If it’s a subcomponent of the door ( which it is ), it will always move with it.

i recorded on what’s going on! I figured it out!

The image above, the set time Door, was just setting a new time on the timeline.
The moment I removed that event, it works!
So i’m not sure, why setting a new time would break it?

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