Hi, i’ve been working with unreal engine for a couple of days now and I have built a sliding door that works from the unreal engine tutorials.
However, I need to build a sliding door system in a seperate blueprint because I will need a few of them in my level and I cant have it all in my level blueprint.
This is a screenshot of my current level blueprint.
I’ve done this by creating an Actor BP that you can place multiples of in the map.
the actor BP contains all the door component meshes and trigger boxes
Hi Voldretharr, drag off of your sliding door variable and create the Actor location node from there, it will give you a context sensitive list for the component you are attempting to move.
Hi , I tried it but I think the problem is that my Sliding Door isnt an actor, sorry if this seems stupid but I just recently started working with this and its a bit confusing.
So when I drag the sliding door node, I cant find set actor location in the context sensitive window.
It worked so far, however as you can see on my original level blueprint I need a couple more connections like the one from door location into set door inital location in order for it to work and I need the door location to be saved from the begining of playing, Event begin play → door location and so on…
I cant replace the Get Actor Location as far as im concerned
Is there any other way to make the door keep its position on the map?
at the moment when i enter the hitbox, the sliding door just teleports to the player start strangely
in all instances of “Get Actor Location” replace the node with “get world location”, likewise for “set actor location” replace with “set world location”
I believe that’s all i did to get it to work for me, i’ll check tomorrow if you still have problems.
it works now…BUT there is 1 slight problem, the wall doesnt move all the way its supposed, it looks like its trying to ram itself into the ground. I tried changing the size but it keeps getting stuck at the same spot