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?
asked Oct 19 '14 at 06:52 AM in Blueprint Scripting
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).
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!
answered Oct 19 '14 at 07:32 AM
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
answered Oct 19 '14 at 07:06 AM
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