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		<title>AnteroFB: Copied the article from the old wiki</title>
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		<updated>2018-06-15T07:26:54Z</updated>

		<summary type="html">&lt;p&gt;Copied the article from the old wiki&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Use this component to replace all kinds of property connections regarding moving platforms, opening doors, hatches and such.&lt;br /&gt;
&lt;br /&gt;
== Quick guide ==&lt;br /&gt;
If you already know how to use &amp;#039;&amp;#039;&amp;#039;TrineMoveBetweenPointsComponent&amp;#039;&amp;#039;&amp;#039;&amp;#039;s, you can use this as a checklist to make sure you add all the needed components and change the right settings. If you want a more comprehensive guide, read below: [[#How to start using]].&lt;br /&gt;
=== Components to add ===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;TrineMoveBetweenPointsComponent&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ActivationAreaHolderComponent&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;PhysicsActivationSphereAreaComponent&amp;#039;&amp;#039;&amp;#039; as a subcomponent of &amp;#039;&amp;#039;&amp;#039;PhysicsComponent&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;BoxAreaComponent&amp;#039;&amp;#039;&amp;#039; as a subcomponent of &amp;#039;&amp;#039;&amp;#039;TrineMoveBetweenPointsComponent&amp;#039;&amp;#039;&amp;#039; (NOTE: Only needed if you want to use area activation. For pressure plate activation, this component isn&amp;#039;t needed.)&lt;br /&gt;
&lt;br /&gt;
=== Settings to change ===&lt;br /&gt;
* In &amp;#039;&amp;#039;&amp;#039;PhysicsComponent&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
** Disable gravity&lt;br /&gt;
** Change ActorType&lt;br /&gt;
** Change CollisionGroup&lt;br /&gt;
* In &amp;#039;&amp;#039;&amp;#039;BoxAreaComponent&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
** Enable &amp;#039;&amp;#039;UseTransformComponentFromFinalOwner&amp;#039;&amp;#039;&lt;br /&gt;
** Set &amp;#039;&amp;#039;Offset&amp;#039;&amp;#039;, &amp;#039;&amp;#039;Dimensions&amp;#039;&amp;#039; and &amp;#039;&amp;#039;ListenMask&amp;#039;&amp;#039;&lt;br /&gt;
* Set other generic properties&lt;br /&gt;
&lt;br /&gt;
== How to start using ==&lt;br /&gt;
&lt;br /&gt;
# Add &amp;#039;&amp;#039;&amp;#039;TrineMoveBetweenPointsComponent&amp;#039;&amp;#039;&amp;#039; to the object that should be moving (right click the object, select &amp;quot;Add component&amp;quot; and search for &amp;quot;TrineMoveBetweenPointsComponent&amp;quot;).&lt;br /&gt;
# Add an &amp;#039;&amp;#039;&amp;#039;ActivationAreaHolderComponent&amp;#039;&amp;#039;&amp;#039; in the same way as above. Without this, the object won&amp;#039;t move.&lt;br /&gt;
# Open &amp;#039;&amp;#039;&amp;#039;PhysicsComponent&amp;#039;&amp;#039;&amp;#039; and&lt;br /&gt;
#* Add subcomponent &amp;#039;&amp;#039;&amp;#039;PhysicsActivationSphereAreaComponent&amp;#039;&amp;#039;&amp;#039; (right click &amp;#039;&amp;#039;&amp;#039;PhysicsComponent&amp;#039;&amp;#039;&amp;#039; choose &amp;quot;Add subcomponent&amp;quot; and search for &amp;#039;&amp;#039;&amp;#039;PhysicsActivationSphereAreaComponent&amp;#039;&amp;#039;&amp;#039;). (NOTE: For some reason only Sphere seems to work here, Box and Cylinder still give the warning of &amp;quot;Dynamic physics object has no activation area&amp;quot;.)&lt;br /&gt;
#* disable &amp;#039;&amp;#039;GravityEnabled&amp;#039;&amp;#039;&lt;br /&gt;
#* change &amp;#039;&amp;#039;ActorType&amp;#039;&amp;#039; to &amp;quot;ActorTypeDynamic&amp;quot; and&lt;br /&gt;
#* set &amp;#039;&amp;#039;CollisionGroup&amp;#039;&amp;#039; to &amp;quot;CollisionGroupDynamicNoStatic&amp;quot; (if you want the object to move unhindered by static collisions but still collide with other dynamic objects).&lt;br /&gt;
#* By using the &amp;#039;&amp;#039;PositionX/Y/ZEnabled&amp;#039;&amp;#039; and &amp;#039;&amp;#039;RotationX/Y/ZEnabled&amp;#039;&amp;#039; you can allow/disallow the object to/from moving in certain directions or rotating about certain axes. For example for a simple elevator, you could disable all the other properties except for &amp;#039;&amp;#039;PositionYEnabled&amp;#039;&amp;#039;. This prohibits the elevator-object from rotating and from moving in any other direction but the direction of the y-axis. By disabling/enabling these properties, a &amp;#039;&amp;#039;&amp;#039;LockJointComponent&amp;#039;&amp;#039;&amp;#039; is automatically created/deleted, which you don&amp;#039;t need to worry about.&lt;br /&gt;
# If you want to use area activation for the moving object, you need to add a &amp;#039;&amp;#039;&amp;#039;BoxAreaComponent&amp;#039;&amp;#039;&amp;#039; as a subcomponent of the &amp;#039;&amp;#039;&amp;#039;TrineMoveBetweenPointsComponent&amp;#039;&amp;#039;&amp;#039; (right click &amp;#039;&amp;#039;&amp;#039;TrineMoveBetweenPointsComponent&amp;#039;&amp;#039;&amp;#039; in the properties of the object, choose &amp;quot;Add subcomponent&amp;quot; and search for &amp;#039;&amp;#039;&amp;#039;BoxAreaComponent&amp;#039;&amp;#039;&amp;#039;). If you want to use pressure plate activation, jump to step 5.&lt;br /&gt;
#* For the area activation you need to change the following settings in the properties of the &amp;#039;&amp;#039;&amp;#039;BoxAreaComponent&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
#*# Use the &amp;#039;&amp;#039;ListenMask&amp;#039;&amp;#039; array to choose which objects should be able to activate the moving object. If you want only the player character (PC) to be able to activate it, change &amp;#039;&amp;#039;ActorPlayerBox&amp;#039;&amp;#039; to &amp;quot;1&amp;quot; by double clicking it and let the others be &amp;quot;0&amp;quot;.&lt;br /&gt;
#*# Enable &amp;#039;&amp;#039;UseTransformComponentFromFinalOwner&amp;#039;&amp;#039; to make the area use the position of the moving object (notice, that the green box depicting the activation area might not be in the right place or visible. The area appears in the correct place if you save and open the map again).&lt;br /&gt;
#*# Use &amp;#039;&amp;#039;Dimensions&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Offset&amp;#039;&amp;#039; to change the size and place of the area as needed.&lt;br /&gt;
# If you want to use pressure plates as the activation method instead of the activation area, do the following:&lt;br /&gt;
## Add a pressure plate to the scene (there are several, you can use e.g. &amp;quot;SmallTempleTileT3PressurePlateEntity&amp;quot;, which you can find under InstanceBase-&amp;gt;Entity-&amp;gt;GameplayEntity-&amp;gt;PressurePlateEntity-&amp;gt;T3PressurePlateEntity-&amp;gt;TempleTileT3PressurePlateEntity-&amp;gt;SmallTempleTileT3PressurePlateEntity)&lt;br /&gt;
## From the properties of the &amp;#039;&amp;#039;&amp;#039;TrineMoveBetweenPointsComponent&amp;#039;&amp;#039;&amp;#039;, go to &amp;quot;PressurePlateInstances&amp;quot; and choose the pressure plate(s) you want to use for activation.&lt;br /&gt;
# Depending on your activation method of choice, you can choose the functionality of the moving object in the following ways:&lt;br /&gt;
## for area, you can use the properties starting with &amp;#039;&amp;#039;AreaEnter&amp;#039;&amp;#039; and &amp;#039;&amp;#039;AreaExit&amp;#039;&amp;#039; in the properties of the &amp;#039;&amp;#039;&amp;#039;TrineMoveBetweenPointsComponent&amp;#039;&amp;#039;&amp;#039; to set the conditions. See [[#Area properties]].&lt;br /&gt;
## for pressure plate, instead use the properties starting with &amp;#039;&amp;#039;PressurePlate&amp;#039;&amp;#039; and &amp;#039;&amp;#039;ReleasePlate&amp;#039;&amp;#039;. See [[#Pressure plate properties]]. (NOTE: If you have added multiple pressure plates for the object but you want any of them to activate the movement, you should disable the property &amp;#039;&amp;#039;AllPressurePlatesMustBeDown&amp;#039;&amp;#039; Also disable it if you use area activation.)&lt;br /&gt;
# Set the desired values for &amp;#039;&amp;#039;MoveToPosition&amp;#039;&amp;#039; or &amp;#039;&amp;#039;MoveDirection&amp;#039;&amp;#039; and change the other properties to needed values. See [[#Generic properties]].&lt;br /&gt;
&lt;br /&gt;
== Generic properties ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;DirectionMovesWithEntity&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Decides what happens when the object is moved around in the editor.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;RestPosition&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Essentially the same as the [[TransformComponent]]&amp;#039;s position.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;MoveToPosition&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Where the object should move when certain criteria is met.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;MoveDirection&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The difference between &amp;#039;&amp;#039;RestPosition&amp;#039;&amp;#039; and &amp;#039;&amp;#039;MoveDirection&amp;#039;&amp;#039;. It&amp;#039;s possible to edit this or the &amp;#039;&amp;#039;MoveToPosition&amp;#039;&amp;#039; (the other gets updated automatically).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Moving&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Is the object moving? Can be set true to start the movement right away.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ChangeDirectionAfterReachingPoint&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
This determines if the direction of the movement should change towards the other direction when reaching the point of current direction. Used to make constantly moving platforms / lifts and such.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;SpeedTowardsRestPosition&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
How fast the object moves, when going towards the &amp;#039;&amp;#039;RestPosition&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;SpeedTowardsMoveToPosition&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
How fast the object moves, when going towards the &amp;#039;&amp;#039;MoveToPosition&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;DelayBeforeMoving&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
When the object is set Moving there is a delay before the movement actually starts.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Blockable&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Putting another object to block the movement direction stops the movement.&lt;br /&gt;
&lt;br /&gt;
== Audio properties ==&lt;br /&gt;
&lt;br /&gt;
Finds the [[AudioComponent]] from [[Entity]] and posts events specified in the properties.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;StartFromRestPositionAudioEvent&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
When object starts moving from &amp;#039;&amp;#039;RestPosition&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;StartFromMoveToPositionAudioEvent&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
When object starts moving from &amp;#039;&amp;#039;MoveToPosition&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;StopAtRestPositionAudioEvent&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
When object stops at the &amp;#039;&amp;#039;RestPosition&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;StopAtMoveToPositionAudioEvent&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
When object stops at the &amp;#039;&amp;#039;MoveToPosition&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;BlockedAudioEvent&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
When movement is stopped by another object on the way.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;MovingAudioEvent&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Whenever the object starts moving, both directions and from blocked.&lt;br /&gt;
&lt;br /&gt;
== Area properties ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AreaEnterMovesToRest&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
When the sub component area is entered the object is set &amp;#039;&amp;#039;Moving&amp;#039;&amp;#039; towards the &amp;#039;&amp;#039;RestPosition&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AreaEnterMovesToPosition&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
When the sub component area is entered the object is set &amp;#039;&amp;#039;Moving&amp;#039;&amp;#039; towards the &amp;#039;&amp;#039;MoveToPosition&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AreaEnterContinueMoving&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
When the sub component area is entered the object is set &amp;#039;&amp;#039;Moving&amp;#039;&amp;#039; to whatever direction it was going.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AreaEnterStopMoving&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
When the sub component area is entered the object, &amp;#039;&amp;#039;Moving&amp;#039;&amp;#039; is set false.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AreaExitMovesToRest&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
When the sub component area gets empty object is set &amp;#039;&amp;#039;Moving&amp;#039;&amp;#039; the &amp;#039;&amp;#039;RestPosition&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AreaExitMovesToPosition&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
When the sub component area gets empty object is set &amp;#039;&amp;#039;Moving&amp;#039;&amp;#039; the &amp;#039;&amp;#039;MoveToPosition&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AreaExitContinueMoving&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
When the sub component area gets empty object is set &amp;#039;&amp;#039;Moving&amp;#039;&amp;#039; to whatever direction it was going.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AreaExitStopMoving&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
When the sub component area gets empty object, &amp;#039;&amp;#039;Moving&amp;#039;&amp;#039; is set false.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;SingleAreaActivation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Used to make the areas single use. When the area has been triggered once it won&amp;#039;t be enabled anymore.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;InstancesMustBeInArea&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Every instance in the list must be inside the configured sub component before the object is set &amp;#039;&amp;#039;Moving&amp;#039;&amp;#039;. Used to make specific cases where some object(s) must be moved or pulled to certain positions.&lt;br /&gt;
&lt;br /&gt;
== Pressure plate properties ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;PressurePlateInstances&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Configure any related Entities that have [[TrinePressurePlateComponent]] here.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;PressurePlateMovesToRest&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
When pressure plate(s) are pressed set &amp;#039;&amp;#039;Moving&amp;#039;&amp;#039; towards the &amp;#039;&amp;#039;RestPosition&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;PressurePlateMovesToPosition&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
When pressure plate(s) are pressed set &amp;#039;&amp;#039;Moving&amp;#039;&amp;#039; towards the &amp;#039;&amp;#039;MoveToPosition&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;PressurePlateContinueMoving&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
When pressure plate(s) are pressed set &amp;#039;&amp;#039;Moving&amp;#039;&amp;#039; to whatever direction it was going.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;PressurePlateStopMoving&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
When pressure plate(s) are pressed, &amp;#039;&amp;#039;Moving&amp;#039;&amp;#039; is set false.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ReleasingPlateMovesToRest&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
When pressure plate(s) are released set &amp;#039;&amp;#039;Moving&amp;#039;&amp;#039; towards the &amp;#039;&amp;#039;RestPosition&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ReleasingPlateMovesToPosition&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
When pressure plate(s) are released set &amp;#039;&amp;#039;Moving&amp;#039;&amp;#039; towards the &amp;#039;&amp;#039;MoveToPosition&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ReleasingPlateContinueMoving&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
When pressure plate(s) are released set &amp;#039;&amp;#039;Moving&amp;#039;&amp;#039; to whatever direction it was going.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ReleasingPlateStopMoving&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
When pressure plate(s) are released, &amp;#039;&amp;#039;Moving&amp;#039;&amp;#039; is set false.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AllPressurePlatesMustBeDown&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If true, all the listed instances in &amp;#039;&amp;#039;PressurePlateInstances&amp;#039;&amp;#039; must be pressed. Otherwise just pressing one is enough to move.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;PressurePlatesMoveAlongsideObject&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The pressure plate is moved based on the movement direction (&amp;#039;&amp;#039;MovingTowardsRestPosition&amp;#039;&amp;#039;).&lt;br /&gt;
&lt;br /&gt;
Prerequisites for using (effectively, the button must not be activated or deactivated on its own):&lt;br /&gt;
&lt;br /&gt;
* Set [[TrineMagicButtonComponent]]&amp;#039;s &amp;#039;&amp;#039;UntriggerDelay&amp;#039;&amp;#039; to 0.&lt;br /&gt;
&lt;br /&gt;
* Set [[TrinePressurePlateComponent]]&amp;#039;s &amp;#039;&amp;#039;DeactivateWhenPressureReleased&amp;#039;&amp;#039; false and &amp;#039;&amp;#039;StayDownTimeInMS&amp;#039;&amp;#039; to 0.&lt;br /&gt;
&lt;br /&gt;
* Set [[WeightOnTopComponent]]&amp;#039;s &amp;#039;&amp;#039;HasWeightOnTop&amp;#039;&amp;#039; to false.&lt;br /&gt;
&lt;br /&gt;
* Only set one pressure plate to &amp;#039;&amp;#039;PressurePlateInstances&amp;#039;&amp;#039; (multiple plates currently not tested / supported).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;PressurePlatesActivatedOnRest&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Determines if the button is pressed or released when moving towards the rest position.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;SinglePressurePlateActivation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Once the pressure plates have set the object &amp;#039;&amp;#039;Moving&amp;#039;&amp;#039; they are no longer cared about.&lt;br /&gt;
&lt;br /&gt;
== Code properties ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;StopPosition&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Used to keep the position if the object was stopped middle of the movement.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;MovingTowardsRestPosition&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Determine which way the movement is.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;MovingToggleTime&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Used to keep track when the Moving was toggled.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;InstancesOccupyingArea&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Keeps track of objects within the area.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;PressedPressurePlates&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Keeps track of any pressure plates that are considered pressed.&lt;/div&gt;</summary>
		<author><name>AnteroFB</name></author>
	</entry>
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