Rotating an actor slowly

Hi,

I’ve been building a stargate “test” level as part of a challenge put to me by a friend. I’ve built a DHD and a teleport, they all work fine. However I’m trying to get a rotating ring move slowly to a pre-determined angle (like the ring does in the tv/movie). I’ve tried Rinterp to and movement rotation but I can’t seem to either control where it stops or get it to move slowly.

Does anyone have any ideas, I’ve seen the Rinterp to question already posted but they appear to be “Event tick” based I’m trying to get it to fire based off of the DHD sending a trigger single.

You have two options.

The Rinterp works well. You simply create your “Event tick” hook it up to a gate which gets opened and closed by your trigger signal.

However I would recommend an animation. If it is only a visual moving from A to B this will give you an easier time and better results.

I’m trying to make it as “real” as possible, so each symbol will be in the top position, I’ve thought of using an “Event Tick” but isn’t that a bad use for tick, as I assume you can only have 1 reference to “Event Tick”?

You have one reference per actor ;D

Well to be completely honest you have one reference per class construct meaning a child will override a parent “Event Tick”. However in Blueprint you can rightclick the event and select “Pass to parent” or something like that providing you with a node which basically does the same as “SUPER” in c++. Passing the tick to the higher instance.

Edit: Though obviously the more calls of “Event Tick” you have the more resources it will cost. Generally you should try avoiding it when possible (in this case: Using an animation).

You will still use it often but you can try to minimize the amount of stuff done each tick :wink:

The concern I have with an animation is the animation would either have to be visual nice i.e it would move like a stargate or work like a stargate. However to make it work like a stargate using an animation would require a lot of animations. as there would potentially be 39 different positions from each symbol and there’s 39 symbols.

I did try using a rotation movement component but I can’t get it to stop at a pre-determined location, even event tick wont update an actors rotation ever tick. I’ve even considered using the component with a overlap event but that doesn’t appear to work either.

Take a look at “Anim Montages”.

They allow you to start and stop animations at defined positions. I didn’t work too much with them myself but they should provide you with what you are looking for.

Ok I will take a look thankyou