Doors open on start, close when trigger volume is activated, nothing seems to change this

OpenDoor.h

#pragma once

#include “Components/ActorComponent.h”
#include “OpenDoor.generated.h”

UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class BUILDINGESCAPE_API UOpenDoor : public UActorComponent
{
GENERATED_BODY()

public:
UOpenDoor();

virtual void BeginPlay() override;

void OpenDoor();
void CloseDoor();

virtual void TickComponent( float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction ) override;

private:
UPROPERTY(EditAnywhere)
float OpenAngle = 90.f;

UPROPERTY(EditAnywhere)
ATriggerVolume* PressurePlate;

UPROPERTY(EditAnywhere)

float DoorCloseDelay = 1.f;
float LastDoorOpenTime;

AActor* ActorThatOpens;
AActor* Owner;

};

OpenDoor.CPP

#include “BuildingEscape.h”
#include “OpenDoor.h”

UOpenDoor::UOpenDoor()
{
PrimaryComponentTick.bCanEverTick = true;
}

void UOpenDoor::BeginPlay()
{
Super::BeginPlay();

Owner = GetOwner();
ActorThatOpens = GetWorld()->GetFirstPlayerController()->GetPawn();

}

void UOpenDoor::OpenDoor()
{
Owner->SetActorRotation(FRotator(0.f, OpenAngle, 0.f));
}

void UOpenDoor::CloseDoor()
{
Owner->SetActorRotation(FRotator(0.f, 0.f, 0.f));
}

void UOpenDoor::TickComponent( float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction )
{
Super::TickComponent( DeltaTime, TickType, ThisTickFunction );

if (PressurePlate->IsOverlappingActor(ActorThatOpens))
{
	OpenDoor();
	LastDoorOpenTime = GetWorld()->GetTimeSeconds();
}

	if (GetWorld()->GetTimeSeconds() - LastDoorOpenTime > DoorCloseDelay)
	{
		CloseDoor();
	}

}

Anyway. The doors open when the game starts, they close when I am over the trigger volume, and no matter how many things I tinker with the behavior has not changed.

Hi there.
Maybe it is late for you, but:
For anyone suffering from similar problem:
Your doors initial rotation may not be (0.0f,0.0f,0.0f).
Check the door static-mesh’s initial rotation and set it accordingly.

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