Rotate Component in Blueprint does not work

Hey,

i created a door open and close network in the level blueprint which works fine. So now i try to put this event into a Bluprint so i dont have to create a network in the level bluprint for each door.

I added my Triggerbox and my Door to the Components list (Door = root). When i try to convert my lvl Blueprint to the component blueprint it wont let me connect my door to the rotation target because its no longer an actor. Since its a component now i dont know (i am new to this) how to make my network working.

Here is the pic of the part.

I hope you can help me out.

Yeah… no. Because i am an idiot. This IS the door Components Blueprint. So just removing the door from the target and leave it on self worked.

But now another question occurs to me: The door opens by 90 degrees (world) so if i place another blueprint of the door and rotate it by 90 degrees the animation gets messed up,… hum.

Can you show us a picture of your door blueprint component page?

Hey hazzardous1984,

A good example of a blueprint door is available in the Content Examples download from the Marketplace (in that project, it is named BP_Door). That blueprint is setup so that it has a different item as its root component instead of the door (the blueprint uses the door frame instead, you could just use a generic Scene component as your root) and then sets the doors Relative rotation instead of world rotation.

Check out that example and see if you can adapt your blueprint to do something similar. If you still aren’t able to the functionality to how you want it, just let us know and we’ll be glad to provide further guidance.

Thanks,

-Steve

Where is this BP_Door blueprint in 4.8? I don’t see it in the marketplace. =\