Greetings! It’s been a number of years since developing with Unreal Engine, so I’m coming back and having to relearn a few things. But I’m having a problem that I don’t feel like I should be having. I’m just making a simple swinging door. But the problem I have is this: When I’m walking up to the door and it starts to open, I’ll stop to let it finish, but when I stop, the door “stops” (Actually, shakes in place) and if I move forward it starts opening a little, and if I walk backwards, it starts closing a little. I feel like my doors are fans of SUPER HOT…
I’ve got the exact script that is in one of the Unreal Docs. When I have the script up and play it, I see that when I hit the collision box, the Begin Overlap fires like it should, but when I stop moving, then suddenly both the Begin Overlap and End Overlap fire so my Door Timeline is in a perpetual Forward then Reverse loop.
I’ve already made sure that my mesh “Visibility Based Anim Tick Option” is set to “Always Tick Pose and Refresh Bones” as I’ve seen as a solution for this while searching for other people having this problem, but it doesn’t fix this.
I’ve also tried making additional logic in the BP to block the End Overlap signal if the Begin Overlap was active, but this didn’t work. Also, I noticed that no matter what direction the door was going, the “Direction” enum is always Forward. (I turned on the Watch for this.)
So now I’m stumped. This should be simple and straightforward. Why am I having this problem?
Any thoughts on this? To recap the BP: In the most basic form, I have the two Overlaps running into the Door Timeline in their respective Play/Reverse posts. Then the Time data gets fed into a Rotator (Z axis), and then the flowpath from the Timeline and the data from the rotator feed into the SetRelativeRotation function, taking the door mesh as it’s Target.