Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Beginner Question about Set Relative Rotation

Hello Folks- I just completed this tutorial (up until the overrides section), and was hoping to apply the principles I learned to my own scene. The problem is, this tutorial uses a Set Relative Location node, where as the door in my scene has a handle that needs to be rotated (think of a circular wheel on a submarine hatch).

I thought it was going to be as easy as swapping out the Location node for a Rotation one, but I noticed the former asks for a vector input, and the latter asks for a rotator input. It did automatically generate a Rotation from XVector node for me, but ultimately my door isn't working and I'm not sure if this is the issue. So I have 2 questions:

1) How do I modify this node network to control rotation instead of position (on the X axis)?

2) When I am entering a value to represent the rotation I want, assuming I want one full rotation, would I enter "360" or "1"?

Thank you for your time =)

alt text

Product Version: Not Selected
more ▼

asked Feb 12 '15 at 04:51 AM in Blueprint Scripting

avatar image

194 34 30 42

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Hey Hypersapien

I understand you correctly that you would like to rotate the specific handle from one rotation point to another through Overlapping?

Than I wouldn't use Lerp for Vector but Lerp for Rotator (search RLerp or Rotator Lerp). Means also that the Beginning and End should provide Rotation information. So basically Handle Start/End need to be of Type Rotator.

For your second question: 360

more ▼

answered Feb 12 '15 at 06:22 AM

avatar image

Martin Egger
388 17 10 29

avatar image hypersapien Feb 13 '15 at 06:02 AM

Success! Thank you, Martin. I don't know if it is improper etiquette here on the answerhub to expand upon my original question, but I would like to take my blueprint to the next level...

Currently my blueprint works as follows:

  1. Player enters trigger volume, presses and holds the E key (not pictured in original screenshot).

  2. The handle/crank on my door spins, and then the door slides open.

  3. If the player releases the E key, the animation reverses, thus closing the door.

That much I have working correctly. Now what I would like to do is make it so that if the animation finishes and the door is completely open, I no longer want the animation to reverse and close the door.

I'm not quite sure what this logic would look like in a node network. Could someone point me in the right direction?

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question