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How to move components with an animation?

So let's say we have a trap that is triggered by a volume. Player walk in the vicinity and we play the trap animation (exported from maya). I have another volume on the spiked ball, which will 'kill' the player if it collides with his/her capsule. My issue is I cannot move the volume with the animated skeletal mesh. I've tried using Joint Orientation and Sockets. And I cannot find specific documentation to problem solve.

Edit: This trap is under an actor blueprint to contain the logic. I'm wondering if I should be animating the mesh in matinee rather then Maya.

Just to be clear, I need the kill volume to translate and rotate with the spiked ball. Thanks, P

Product Version: UE 4.15
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asked May 14 '17 at 10:58 PM in Blueprint Scripting

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avatar image III47III May 15 '17 at 09:06 AM

Have you tried making the kill volume a child to the spiked ball mesh?

avatar image Petro May 15 '17 at 09:28 AM

I have, that was my initial thought when I first made it. But the whole mesh (ball, hinge, base) come under one skeletalMesh component.

avatar image III47III May 15 '17 at 09:40 AM

Ok, try making a blueprint from this skeletal mesh and then adding a collision sphere to it then parent it to the skeletal mesh. Then on the event hit for this blueprint, cast to the player blueprint and destroy the player.

avatar image Petro May 15 '17 at 10:12 AM

Yes I think I understood what you meant. I have made this whole trap an Actor, and the actor blueprint contains the logic to 'trigger' and 'kill'. I also have the volumes as children of the SkeletalMesh component already as you suggested. Perhaps my problem is that I'm animating my mesh it in Maya instead of using the Matinee?

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It seems like I had to group my volumes under a component (scene). Then use that as my pivot and set the relative rotation from the socket!

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answered May 20 '17 at 06:59 PM

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