I give up! I am at witz end with this project I’m working on. any help would be greatly appreciated.
In Unreal Engine 5, Is it posible to simulate window blinds movement one at a time
given I have crated a Blueprint with the three componants:
Static mesh for the TopRail which is stationary,
then ten Slat Meshes, Eventually, these slats will be stacked on top of the bottomRail as the BottomRail moves vertically in the Z direction. finally,
I have a lowerRail Mesh which moves vertically but does not rotate like the slats would.
The LowerRail will move vertically and as the location of the LowerRail equalls the slat above it or at index(i) then the new location of the slat would have to move with the LowerRail after setting it’s location 0.02 above the LowerRail.
Of course, When the LowerRail plus the Slat above meet the next slat , then the same thing would happen.
The slat is added to the location of the lowerRail and the slat moving with it. Do i need more explanation.
The Transform of the three static meshes are as follows:
TopRail: ( X =4.0 , Y = 90.0 , Z = 2.65 ).
Slats: ( X = 2.5 , Y = 88 , Z = 0.1 ).
BottomRail: ( X = 2.0, Y = 90.0 , Z = 1.0 ).
My blueprint Name is NewShutterBP
The Location of the TopRail is 75 in the Z direction
Slat 1 is at 70 in the Z direction …
Slat 2 is at 65
Slat 3 is at 60
Slat 4 is at 55
Slat 5 is at 50
Slat 6 is at 45
Slat 7 is at 40
Slat 8 is at 35
Slat 9 is at 30
Slat 10 is at 25
The BottomRail is at 20 in the Z direction
I have created an array to manipulate the meshes in my blueprint.
I’m trying to move one shutter at a time and have them stack to the bottom rail as we move up .
I’ve been trying different things but it’s not going right.
I’m trying to stick with the Array and the For Each Loop. Also I thought I needed a Timeline to drive the motion.
What really needs to happen is the bottom rail should move on the Z axis and when the location of the bottom rail meets the slat above it then add that slat’s location to the bottom rail. kinda like a stacking affect.
Tried to replicate some nodes you have around the snippet to make it easier to plug in, but you should get the idea even if some wires are missing. Be careful how you connect the “division” and “>” nodes though, you need the division to return floats so you have to convert it by rightclicking.
I couldn’t get this to do anything even if i replace the special nodes that make it fire. I used a key press and still nothing. I’m not trying to create a Actor on the fly but trying to use a key press or the like to start an animation of the bottom blind rail, which would then move vertically catching each slat and adding to the bottom overall thickness, i guess. I would think this creates the stacking affect of pulling a string on a blind and the blind goes up. In any case, I will figure this out if I have to go to the rudamentry ways of programming, so be it. Sorry, I’m just way too ignorant of Unreal’s Nodes, but learning , none the less.
You need to calculate two positions: Rest position and Docked Position. In my case all of them are in the rage zero to 0ne.
For position you pick the higher of the two.
For the rotation you just add some offset to the docked position. Map the position float - if it is docked the angle is 0 if it is docked + offset and above - the angle is whatever you’ve set.
Move the leader up and down and based on it get the docked position.