Designing A Door In UE4 Part 2

Update On Door:     

        I feel like I've made a decent amount of progress on my door project. Since last week, I added smoother animations to my sliding doors so that it looks like it's actually sliding to their sides as well as a dark room where the working door is illuminated by a light source. I'm still new to using the lighting effects so I still want to test around with it more before finalizing it. I also added a console next to my door where players will need to interact with it to unlock the sliding doors. I intend for the console to light up with the colors green and red to indicate whether the door is unlocked or locked too.


This picture was taken with the ceiling of the room removed.


This picture was taken with the ceiling attached. The light above the door is the only light source (for now).


Video of my door animation (with spark particles)



The Problem I Encountered:

        While progressing through the videos and working on my door, one particular issue that occurred for me while working on this project involved using some public variables. When working on this part, I thought that this would be pretty simple to implement into my blueprints, until one part of my door started acting strange. I replaced the location coordinates in the Lerp (Vector) component with the vector variables, "DoorLocationBegin" and "DoorLocationEnd" so that my door wouldn't interpolate from those specific values anymore (Heagney, 2020)¹.

        When I tested my door out with the new variables, I noticed my door would smoothly move from point A to point B and back to point A, but the door would teleport a few centimeters above the ground before it moved from its relative location. Oddly enough, when my character would enter the collision box for both sliding doors, the doors would slide open and then close immediately together after reaching their end location too, despite my character never leaving the collision box. This confused me as I only implemented the two vector variables to only the right side of my door (the left side of my door is a separate blueprint). 

        I was very confused about what I did wrong and was vigorously searching through Heagney's video trying to see if I missed something or if I just goofed up. Eventually, I discovered that one of my components that originally dealt with my door's relative location before using the vector variables were still linked and was the one causing my door to teleport. The change also solved the issue of both of my sliding doors immediately closing after entering the collision box (although I'm still unsure exactly how it was fixed).


References:

1.   Heagney, B. (Director). (2020, August 17). Unreal Engine: Open a Door - Public Variables and Instanced BPs [Video file]. Retrieved from https://www.youtube.com/watch?v=JXg2KCRKdrA&list=PLqNw04IE4Ta0feA7-dk7b1klp-Y-y8xXG&index=11

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