How to rotate cylinder on axis using Blueprint?

Greetings,

So, basically I am trying to create a platform that is attached to a cylinder, and when the cylinder rotates, the platform does as well. I would assume I could do this in Matinee, however, from my understanding you can’t use a matinee in a class BP, and I’d like to do this in a Class BP, because I plan on using it multiple times in the level. I’ve been wracking my brain trying to figure this out, and have had little luck. I have gotten the two to rotate together, however, I can’t seem to find the right (roll, pitch, yaw) to get it functioning properly. On a side note, if it would be advisable to approach this differently, what would you recommend? I’m slightly noobish when it comes to Blueprints, btw.

Ideally, in the end, I’d like to have it operating in such a way that if the player character is within a trigger volume, and jumps, it would then trigger the rotation, and if the player jumps again, the rotation goes in reverse. I actually saw this in mario galaxy II, lol. Here’s what I’m talking about…


Like I said, that’s ideally. At this point, I would be happy with just getting it working, so that it just goes back and forth automatically.


This is what I have so far in terms of BP. I understand this is not entirely right. This was just to get it moving continuously, after several failed attempts. I originally tried using the door BP, from the Content Examples, hence the timeline.

Thanks for the help,
Tyler

This is what it currently does.

I figured it out! So even though the cylinder primitive I was using had its transform widgit at the center, it was not the primitives orgin center, so that’s why I was getting wonky results by adding roll. I just went ahead and made a new cylinder in Maya, making sure the transform was (0,0,0), and after importing into ue4, it now works beautifully!