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Simple question about blueprint scripting

Hello! Here is the scenario: I have made a class blueprint for a door that opens and closes with the press of F. I have 3 trigger zones:one in the front for a text render, one in the back for a text render, and one encompassing both zones to enable input. Everything works as planned until the door actually opens. To open the door I used a tutorial I found on youtube that uses a timeline to rotate the blueprint after F is pressed. However since this is rotating the entire blueprint, it is also rotating my trigger zones. Is there any way I can rotate only the door inside of the blueprint without having the trigger boxes rotate as well? alt text

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asked Oct 19 '14 at 06:52 AM in Blueprint Scripting

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Rawnstarr
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2 answers: sort voted first

You should have a component that contains the door mesh.

Like the one i have in the left side of this picture, containing my character (this would be your door and maybe not a skeletal mesh, but it should be the same).

components

In the event graph, at the end of your F setup, you need to set the rotation of the Mesh.

I don't know what it is called at your BP, but you know what your mesh is called (:.

Here is a picture: You should have that Meshcomponent in the left of your event graph inside the variable list. Just pull it out and select "Get". Pull a wire from it and search for the Rotation Node.

That SHOULD do what you want (: If you have a problem, ask pls!

event graph

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answered Oct 19 '14 at 07:32 AM

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eXi
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avatar image Rawnstarr Oct 19 '14 at 08:06 AM

What you said made total sense to me and I was almost 100% certain that it was going to work but somehow it did not and i'm not sure why. Here is what it looks like: http://gyazo.com/aede4be5f521ec9b3f8e19edcc6432a7 For some reason it still rotates the triggers with it: http://gyazo.com/a36e01fab040a29ce27aaf59f62e121e

avatar image eXi Oct 19 '14 at 08:14 AM

Are your triggers a child component of the door mesh?

If yes, they move with it.

Look at the picture. I made 2 Triggers. If yours are placed like the "TriggerIsChild", move them to the root component (which is the capsule collider for me). If your door mesh is the root, make a Billboard component and move the Door Mesh to be it's child as well as the triggers.

The triggers are not allowed to be childs of the door mesh!

bpcomponents

avatar image Rawnstarr Oct 19 '14 at 08:31 AM

This was it! I actually had the door as the [root] component at first! Then after changing the root to a scene component to keep this exact thing from happening, I did not realize that the other object would end up still parented to the original root. Problem solved, thank you so much!

avatar image eXi Oct 19 '14 at 08:32 AM

Ok (: good! Would you mind marking the question as resolved by clicking the check mark at the left of my original answer, so everyone knows, that the question is solved.

avatar image Alan Webster Oct 19 '14 at 08:15 AM

Make shure the mesh is not the root and the trigger boxes are not its children in the components section.

avatar image Rawnstarr Oct 19 '14 at 08:31 AM

I appreciate the help!

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Rotate the door mesh not the complete actor. If you need I'll reference one I've made and can give a more detailed explanation later

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answered Oct 19 '14 at 07:06 AM

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Alan Webster
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avatar image Rawnstarr Oct 19 '14 at 07:17 AM

I would definitely appreciate you doing that for me. I'm still new to this and would very much like this class blueprint for me to reference back to.

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