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How do I fix a pivot point?

I am currently trying to add a top to a chest for my project and I am having issues with the Pivot point. I have placed the Pivot on the location I like to place it on and that seem to work fine. I test the pivot in the editor and things seem to work as like them to. My problem is this. When I enter the game, the chest top seems to open in the middle of the top on the edge of the chest bottom. Here are some screen shots to help.

  1. Placement of the Pivot Point

alt text

  1. Tested the Pivot in editor alt text

  2. Chest while playing in game

alt text

Any one have any tips on how to fix this part?

Product Version: UE 4.15
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chest 1.jpg (89.9 kB)
chest 1a.jpg (123.3 kB)
chest 2.jpg (25.5 kB)
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asked Jul 27 '17 at 06:31 PM in Using UE4

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tech1187
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4 answers: sort voted first

I believe I figured how to solve this issue. I simply placed the bottom and top (with blueprint in Top) in a new Blueprint, aligned the pivot position, saved and placed the new blueprint in the project. Seems to work perfectly now.

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answered Jul 28 '17 at 10:00 PM

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tech1187
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I have finaly fixed the above issue and that was not easy for a rookie like me with Unreal 4. Now I have yet another issue again with the same chest. I can have the chest sitting one direction and the chest works great like it is to do.

1.Chest Working

alt text

Now the problem is here. When I rotate the chest to be placed in a different direction, the chest top remains stationary while the base rotates.

2.Full chest rotated

alt text

I am hoping that some one may help me solve this part. I have even tried to make sure the rotations on both the chest and the top were set at the same positions and that did not seem to help. Thanks for any tips that be offered.

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answered Jul 28 '17 at 02:15 AM

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tech1187
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You didn't say or show how your chest is set up. I assume you have two seperate objects in your secene, one for the bottom and one for the lid, otherwise I wouldn't see how you could get the results you are getting. What you should do is put both static meshes into a new blueprint actor. When you rotate that actor your bottom and top will rotate together. You can then have a timer or use the Tick function to rotate the lid a few degrees every call to open or close it. A more advanced solution to you problem might be to make the chest a skeletal mesh, but you would have to skin it in a 3D program to a custom skeleton that operates the lid. Not trivial, and I couldn't do it myself since I am not an artist and my knowledge of 3DS is limited.

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answered Jul 28 '17 at 02:28 AM

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Wallenstein
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Thanks for the reply. Sorry I failed to mention how it is set up and probably not set correctly. The chest lid is set up in a blueprint and the base is not. I have tried adding the base with the lid in a blueprint, but I always have the issue with the base rotating along with the lid. Sadly enough, I am not that good with blueprints and setting the lid was hard enough to set up but effective. Here are some screenshots of my blueprint to help out.

Construction

Event Time line

Thanks again for the help.

construction.jpg (230.4 kB)
event line.jpg (298.7 kB)
time line.jpg (77.2 kB)
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answered Jul 28 '17 at 01:03 PM

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tech1187
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