Hi!
I added a bool bOpensClockwise parameter and exposed it to the editor because I did not feel comfortable having to specify a negative number for the OpenAngle parameter to get my desired result. Instead, like this I only had to tick/untick a checkbox and still be able to use positive numbers.
In the OpenDoor.h I added a private field and defaulted it to true to have clockwise rotation without specifying otherwise:
UPROPERTY(EditAnywhere)
bool bOpensClockwise = true;
And in the OpenDoor.cpp in the BeginPlay() function I changed the setup of OpenAngle like so:
InitialYaw = GetOwner()->GetActorRotation().Yaw;
if (bOpensClockwise)
{
OpenAngle = InitialYaw + OpenAngle;
}
else
{
OpenAngle = InitialYaw - OpenAngle;
}
Hope someone finds this useful!