Hi! My first post here, bit of a beginner in Unreal 4 and have tried to find an answer to my issue.
I’ve followed a tutorial for how to do an interact-able, locked door as a blueprint. I’ve also added my own stuff to set required keys and locked status from within the editor.
The issue I’m having is that I have the doorframe and door both in the blueprint and want one of them to rotate, and the rotation won’t perform without either taking the frame with it or rotating from the wrong starting point. In order to fix this I think I need to SetActorRelativeRotation or save the doors original rotation, but I cannot use the doors reference in any of these nodes’ target input, since the door is a “static mesh component”. I can’t find any info on the differences between various references or if you can convert an actor somehow.
If anyone has more info on it please let me know!