Tested with both positive and negative value of TargetYaw. The left door has its TargetYaw value set to -90.0 and right door has its TargetYaw value set into 30.0.
My OpenDoor.h code:
// Copyright Eric Ngui 2021
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "OpenDoor.generated.h"
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class BUILDINGESCAPE_API UOpenDoor : public UActorComponent
{
GENERATED_BODY()
public:
// Sets default values for this component's properties
UOpenDoor();
protected:
// Called when the game starts
virtual void BeginPlay() override;
public:
// Called every frame
virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
private:
float InitialYaw;
float CurrentYaw;
UPROPERTY(EditAnywhere)
float TargetYaw = 90.f;
};
My OpenDoor.cpp code. Decided to use FInterpTo instead Lerp since the door open movement are more natural when using FInterpTo.
// Copyright Eric Ngui 2021
#include "OpenDoor.h"
#include "Components/ActorComponent.h"
// Sets default values for this component's properties
UOpenDoor::UOpenDoor()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = true;
// ...
}
// Called when the game starts
void UOpenDoor::BeginPlay()
{
Super::BeginPlay();
InitialYaw = GetOwner()->GetActorRotation().Yaw;
CurrentYaw = InitialYaw;
TargetYaw += InitialYaw; // TargetYaw = InitialYaw - TargetYaw;
}
// Called every frame
void UOpenDoor::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
UE_LOG(LogTemp, Warning, TEXT("%s"), *GetOwner()->GetActorRotation().ToString());
UE_LOG(LogTemp, Warning, TEXT("Yaw is: %f"), GetOwner()->GetActorRotation().Yaw);
CurrentYaw = FMath::FInterpTo(CurrentYaw, TargetYaw, DeltaTime, 2);
FRotator DoorRotation = GetOwner()->GetActorRotation();
DoorRotation.Yaw = CurrentYaw;
GetOwner()->SetActorRotation(DoorRotation);
}