Trigger Door with animated camera

Hi there,

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.

Any tip?

I tried (trial and error) every single trigger-option without resault.

thanx for help

Also tried to attach an object to cam… but I can’t

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.

I really thank you very much for your fast response, that’s a big plus !!!
but I’m sorry, I have to give up at this point.
Unreal-editor is simply too unreal.
It makes me sad because the render-engine is genius. I love the look and I’m sure UE could be the numberOne engine for RT-visuals.
But the workflow is so extreme off-norm. Very basic and simple functions are a hassle here.
In other tools the door-rotation would be just three mouse-clicks and work perfectly.
I’m professional 3d-artist with lot of experience with many tools…but this is crazy…very sorry :frowning:

What you are trying to make is really easy actually but i can understand the frustration. Since UE4 is a game engine, it has more tools and subsections than a modeling or animation software. If you still havent given up on UE4 here are 2 screenshots for you that shows how you achieve what you want:

You get the event track from the menu by right clicking on your camera group. Now lets say you want the door to open at the 10th second of your camera animation as the camera gets near the door. Select the event track > hit Enter to create a keyframe at that specific time and name it as you wish.

Now select the Matinee actor in the level and open up the level BP. Right click anywhere on the canvas and select Create a Matinee Controller for etc. etc. > right click on that node you just created and then Refresh Nodes, and now you should see the output of the event key. Attach that to the door opening function you have set up and now when you run the game the door will open at that specific moment.

Hope it helps!

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! Sorry, i noticed your post a bit late. Check out my profile to see my email address and add me to skype if you like. I can take a better look at your BP setup via skype or teamviewer and help you solve your issue if it is something simple. If not then we can arrange training sessions too if you like.

You can import textures together with the models. You just need to use Standard materials in Max and enable Embed Media in FBX export window. Then enable import materials and textures in import dialogue box while you bring the model into UE4.

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!!

Have been searching to find something like this, was afraid I wouldn’t find it. Your solution works like a charm!