Using Timeline for DoorBP

Hi, I am trying to use the timeline in UE 4.27 to create an animated door when the interact key is pressed. But for some reason the timeline wont work not sure why but here’s a screenshot of what I have.

Is there a curve in the timeline?

Have you tried putting a print on the interact, to check it’s working?

I have a float track, one is at 0 time and 0 value, the other one is at 1 time 90 value.

Using a print string, wont appear on screen either.

Just to revise, this is done in a seperate blueprint not the level blueprint, not sure if that makes a difference

It does. Actors do not process input (not by default). And they should not process it 99.9% of the time anyway.

Think of what would happen if you put 10 doors in the level and used the Interact action. Which door should open? All of them? One? Which one then?

Input processing belongs in the pawn or the pawn’s controller. It’s the player who should handle button mashing, not the door. Once the player invokes Interact, we need to send that message to the desired actor so it can act.


use the timeline in UE 4.27 to create an animated door when the interact key is pressed.

How do we know which door to open?

I find interpto node much easier to use.

You basically read variable (like angle, or offset for door), interpto this and store back (or update). Then for steering (closing opening) you simply changed desired location or rotation, and make interpto always go for that desired value.

No hassle with reverting, resetting etc, unless you do need better control or animation for object like door.