I have a class blueprint set up so when enters collision box the doo opens. When the user leaves the collision box the door shuts, however the collision box is rotating as well as the static mesh causing an end overlap event. Is there a way to stop this without changing the size of the collision box?
I presume you’ve got a blueprint actor with 2 components (1 collision box and 1 static mesh for your door).
You should update the StaticMeshComponent rotation and not the Actor rotation (updating actor will forward rotation to its root and so to all its components).
The part of my graph causing my problem is here. I think that SM_Door is the target not the Actor is this correct?
http://i.imgur.com/rdCbany.png
Here are the options I am given.
Okay I found a fix but I feel there should be a better way.
I reordered the components from
http://i.imgur.com/52zRG4K.png
to
http://i.imgur.com/lrTHbEh.png
Please reply if there is a more correct way as doing this feels wrong but it works.
This is indeed the right way.