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How to rotate an actor between 2 public variables ?

Hi !

I have a little problem for my blueprint system :

  • want to make a security camera that rotate with the timeline node but I want to be able to choose the rotation in the editor.

    • I have a "Max" angle float and want the timeline to stop if it's get more than this float.

The problem is my timeline going for -90 to 90 to -90 in 10 sec and I can't influence this one to my "Rotation Angle Max' I follow this tutorial (https://docs.unrealengine.com/en-us/Resources/Showcases/BlueprintExamples/SecurityDoor) but the image is too low quality and can't see what I need to continue >< please help !

Product Version: UE 4.20
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asked Nov 07 '18 at 06:00 PM in Blueprint Scripting

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beckk974
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avatar image beckk974 Nov 07 '18 at 06:02 PM

alt text

capture.png (170.5 kB)
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1 answer: sort voted first

To do this, change your timeline keys to go from 0.0 to 0.1 on a float track, instead of going through the rotation range. Then the timeline can be used to change between 0% and 100% of the range of rotation determined by other variables, such as editor-editable ones on your blueprint. All you have to do is multiply that timeline percentage output by the desired end rotation amount during each update of the relative rotation.

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answered Nov 07 '18 at 06:29 PM

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mightyenigma
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avatar image beckk974 Nov 07 '18 at 07:09 PM

Thank you for your comment !

Maybe I didn't get it I try like you said but the camera doesn't move anymore...alt text

capture.png (142.8 kB)
capture2.png (19.3 kB)
avatar image beckk974 Nov 07 '18 at 07:22 PM

Is there a way to download this content or it's not available anymore ?

avatar image mightyenigma Nov 07 '18 at 07:40 PM

The keys should go from -1.0 to 1.0.

And don't just change the timeline - you must also change the blueprint graph so it is multiplying 90 by this number between -1.0 and 1.0 that is coming out of the timeline, and use that product result as the relative rotation setting value. That way it will start out at 100% of -90 degrees, then move through 0% of 90 degrees, on to 100% of 90 degrees.

avatar image mightyenigma Nov 07 '18 at 07:41 PM

Of course you can use your public variable value instead of hard-coding 90 degrees in. That's the whole point of doing it this way.

avatar image mightyenigma Nov 07 '18 at 07:41 PM

Show me how you changed your blueprint graph

avatar image beckk974 Nov 08 '18 at 09:24 AM

Oh I see what you mean, test it and it works thank you very much !

avatar image mightyenigma Nov 08 '18 at 03:19 PM

I'm glad I could help! Please mark my answer Accepted for others who come here looking for the answer :)

avatar image beckk974 Nov 08 '18 at 10:42 PM

How do I make that :x ?

avatar image mightyenigma Nov 08 '18 at 11:04 PM

Just click the checkmark under the up and down arrows on the top left of my answer.

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