I’ve spent quite a long time ( like 6 months ) coming up with the only reliable method I can find for animating compoents of a BP without having to
A: Type in literal coordinates at any point
B: Remember the world transform of any component and then lerping.
My idea is to add a local scene above any component I want to animate, that way, I can always make sure it’s relative transform is zero.
As far as I can see, all other nodes are out for the following reasons:
AddX ( where X is just about anything including rotation, translation etc ) are all out, because you can’t use them with timelines.
SetWorldX… is out because you have to pre-record transforms in variables and then lerp ( when you have 15-20 components this is a LOT of lerping ).
This only leaves SetRelativeX, right? Which has the problem outlined above, that relative means relative to parent, which is a little NUTS because components can end up with all sorts of transforms while you’re putting a BP together so relative to parent really doesn’t mean much.
Is there an easy way, a better way? Am I missing something?
For instance, rotation. I want to be able to rotate a component, which may be at some arbitrary angle in the BP, at whatever angle that BP is placed in the world.
So the only way I can see ( so far ) to avoid lots of vector maths and holding of coordinates in variables, is this scheme with a null parent for each component.
I works, but I was assuming there was easier way
AddLocalRotation does the trick, but you can’t use it with timelines…
@ClockworkOcean… I think I understand what you mean… it isn’t really possible to use Add Local Rotation node with interp and timeline lerp… a Set Local Rotation would be handy imho also
Sorry, I don’t have an answer as to alternatives or why… just tryin’ to clarify