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How do I make an elevator with buttons?

Hey guys, I'm making an elevator that will play a matinee when a button is clicked. The problem is, I have a panel set up that displays a UMG widget upon overlapping a box trigger and I can't figure out how to get the matinee to play when the button is clicked. I know how to make a matinee play based on an overlap, but I can't seem to reference the functions I set up to make the character move when the button is clicked. To be clear, I want to make the matinee play when the button for a specific level is clicked so I can use the elevator to travel to different levels in the game.

Product Version: UE 4.10
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asked Feb 04 '16 at 10:19 AM in Blueprint Scripting

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avatar image Narghile Feb 04 '16 at 10:36 AM

Got any pics of you blue print to help.

I am guessing all the Mat are done?


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3 answers: sort voted first


I haven't made an elevator tutorial, however this tutorial explains casting and it shows how to move an objects around in the world with pressing a button. This might help you.


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answered Feb 04 '16 at 02:23 PM

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You can use a small box trigger near the "button" mesh, when you overlap the trigger, the boolean condition becomes true and you can activate the elevator pressing a Key. When the overlaps event ends the condition becomes false. This way is very simple and allow you to activate the elevator only if you are close to the button.

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answered Feb 04 '16 at 12:31 PM

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answered Feb 05 '16 at 04:55 AM

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avatar image Entropikz Feb 06 '16 at 12:20 AM

This is the closest answer out of all of them I think. Instead of using a matinee I am just going to use multiple timelines like he did in this video: https://www.youtube.com/watch?v=d9u9tJGEDmw I was trying to make a panel that had multiple levels you could access (floor one, floor two, floor three, etc...) so when you clicked a button it would cause the elevator to move so a specific level. I wanted to make the game seamless and didn't want to use a load level BP. I think the timelines will be the best way to do this though.

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