Trigger Door with animated camera
I'm new at ue and I hope anyone can help. My problem is. I've got a camera-animations done with matinee that flys through a door. This door is triggered by box to open (took my a half day to check how this is working) but the trigger ignores my animated camera. After the flight, when manually controle the fp the door works fine.
I tried (trial and error) every single trigger-option without resault.
thanx for help
asked Jan 29 '15 at 01:46 PM in Using UE4
Instead of a trigger look into Event Track in Matinee. You can use a keyframe in the event track of your Matinee to play/trigger the door animation. You can find resources on this at Wiki and documentation pages. Let me know if you still get stuck.
Thanks again for your help. I really appreciate that.
I tried to make exactly what you show me here, but I could not make it work. Also the revers animation for closing the door would not be there.
I found a solution with a delay that starts on play, triggering another timeline that has an open-and-close curve so I don't needed to use the reverse function of the timeline-node. That works, but in this version I had to reedit the timeline often so that it matched to the animation... and super strange things happened. Originally I keyed a value of 95 to open the door 95 degrees...worked fine. Than I went down to a value of 40, just for testing but in game the door still was going to about 90 degrees, than I went down to 2...the door opened about 40 degrees...I went down to 1...the door opens about 20 degrees. (I always compiled/saved) That all was totally wired and I deleted the Nodes, restored my first tree only triggered by the box and tried different values for the original timeline I made for the box triggered animation...same thing happening 1=20deg, 2=40deg... What is going on ?? Is this buggy? By the way UE crashed some times while testing.
In my earlier Versions of the box-triggered dooropen-anim I also had strange situations where wrong axis where also slightly rotating but I even had no key on those axes. Only keys I set where on Y...the others where locked and on zero.
I closed UE because I was frustrated, but I could not stop thinking of this strange situation, I started ue again without anything changed and suddenly it rotated as it should... Man sorry, but how can I work with such random bugs??
The last month I intensively tried out another game engine with u in its name...you know witch... So my experience is not limited to only modeling or animation software. Everything is working superfine there. The editor is totally logic and makes sense; it's self-explaining and bugfree. But the renderer there is totally bad... No AA in deferred lightning, bad AA in forward mode. Lightmapping needs hours ...so on. u know. I'm willing to pay a lot for an engine that has your renderer combined with the editor of ..I don't want to name it here.
Sorry I still see no time-effective workflow in UE.
By the way here is the nodetree that is doing what I was looking for:
Do you maybe know some personal UE-trainer ? I don't want to go through all tutorials because I don't need most of the stuff. I'm not a game developer. I'd like to use UE primary for archviz.
Another question: is there a way to import models including textures. People here in the forum say no but is this really a fact? Because that is a big big cost of time to reassign all textures.
Thank you Jacky for you help !!
Hey! ..and wau.. never expect that. Thats an extremly nice offering. At the moment I have a weekend break.
Than, the next step for my UE-Testing-project will be UI-stuff. I'll try to figure out how it goes, but if a stuck it is good to know there is backup.
Thank you very much!!
answered Jan 31 '15 at 02:46 PM
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