Is it just me or is this tutorial, like the door.. kinda THICC!? Seriously, thank you for clear and straight forwrad instructions and explaining what you do and why! Great work! Time saver and even the add didn´t disturbed. Well done! =)
For those who can't get the door to not spam despite having a delay node: Instead of a delay, in your BP_Door's Event BPI Interact, use a branch. Drag your OpenDoor variable found in the bottom left, connect the node is Playing (target timeline component), on the return value connect to your Branch condition. Connect the False branch condition to your switch on Enum_Status.
This really works up until other actors are in the scene that can get caught by the sphere instead. Is there any way to filter the sphere to interact with the thing I want it to, or perhaps maybe make the command run on ALL things it hits in the sphere?
After troubleshooting, I have learned the fix. You use 'Multi Sphere Trace by Channel' (Or Box/Line if you want a different shape). This creates an Array of ALL items hit by the shape you choose, meaning you can run a 'For Each' Loop on all Array items and check for if it's the one you want. Or, if you don't want to check, connect the For Each Loop directly to the Break hit Result, then have the 'Hit Actor' connect to your interact. This'll just mean everything gets pinged by the interact function! I hope this helps anyone who was confused
having a hard time with the delay on the door, even after adding it i can still spam the door and it makes it near impsosible to reliably open or close
I have a video suggestion; how about a save&load system with quick save/load and autosave features in unreal. That would be very useful. Your videos in general are very useful and precise to the point. If you add a tutorial about this feature it would be a blast.
Had a door BP that would open using collision if player had key. Tried to implement this code to it so i cold manually opemed the door and it did not work but most steps did function for me. Will try again after work tomorrow maybe
@@voidzz7969 i ended up getting it to work but I'd have to go back and look as that was my first project and I've started it again. But if you need it, I can look at how it functioned.
Not sure if you ever found a solution, but I had the same problem today. You can go to 'Modeling Mode', select your door, then click on 'XForm' in the tab on the far left. Then click 'Edit Pivot'. That will permanently change its pivot. Hope this helps.
hey bro! thnks for your video tutorials in unity, they've been super helpful!. Would it be possible to do another video tutorial in how to build terrain in unity? or show how to import some generic maps in blender then hand crafting them in unity? thanks!
This code works, however, it doesn't appear to work if the door is near any walls or objects. Any advice on how to solve this? The door was meant to be an entrance to a cabin.
Sorry if this is much too late, but: You use 'Multi Sphere Trace by Channel' (Or Box/Line if you want a different shape). This creates an Array of ALL items hit by the shape you choose, meaning you can run a 'For Each' Loop on all Array items and check for if it's the one you want. Or, if you don't want to check, connect the For Each Loop directly to the Break hit Result, then have the 'Hit Actor' connect to your interact. This'll just mean everything gets pinged by the interact function!
There are literally hundreds of tutorials just like this on YT. How about taking it to another level? I'll write you an example of how to make a variation of this tutorial, of which there is NOT ONE other tutorial on YT: create a small handle on the door (just a rough model for illustration), after coming to the door and clicking E, an animation plays where the character puts his hand on the handle, presses it down, the door opens and the character puts his hand down. It's amazing how not a single Unreal channel on youtube properly teaches animations in UE - at most just blending running/walking etc, but I've seen literally not a single tutorial on animated interactions with objects - e.g. a character walks up to a ringing phone and lifts it to his ear, walks up to a cupboard and opens a drawer etc. All the YT tutorials on UE interaction are just ones where the objects themselves are moving, they never integrate the character's hands. Please don't take this personally and as a criticism, just a possible suggestion if you were looking for ideas for new videos :)
Trying to set it so door auto close after like 15 secs any ideas? Two weeks with no answer This is a prime example of why I do not subscribe to TH-cam channels.
Is it just me or is this tutorial, like the door.. kinda THICC!? Seriously, thank you for clear and straight forwrad instructions and explaining what you do and why! Great work! Time saver and even the add didn´t disturbed. Well done! =)
This tutorial's content is as THICC as its door :D
For those who can't get the door to not spam despite having a delay node:
Instead of a delay, in your BP_Door's Event BPI Interact, use a branch. Drag your OpenDoor variable found in the bottom left, connect the node is Playing (target timeline component), on the return value connect to your Branch condition. Connect the False branch condition to your switch on Enum_Status.
This really works up until other actors are in the scene that can get caught by the sphere instead. Is there any way to filter the sphere to interact with the thing I want it to, or perhaps maybe make the command run on ALL things it hits in the sphere?
After troubleshooting, I have learned the fix. You use 'Multi Sphere Trace by Channel' (Or Box/Line if you want a different shape). This creates an Array of ALL items hit by the shape you choose, meaning you can run a 'For Each' Loop on all Array items and check for if it's the one you want. Or, if you don't want to check, connect the For Each Loop directly to the Break hit Result, then have the 'Hit Actor' connect to your interact. This'll just mean everything gets pinged by the interact function! I hope this helps anyone who was confused
It works, thanks!
having a hard time with the delay on the door, even after adding it i can still spam the door and it makes it near impsosible to reliably open or close
Ay, it's works, but doors after are not closing:( I was checking everything and still nothing..:(
By far the best tutorial on doors, mostly everything else out there is garbage. Thanks for this!
HAHAHA i remember like 2 years before i didnt know how to do it and now i have made a lot more difficult things
stay focused guys
I have a video suggestion; how about a save&load system with quick save/load and autosave features in unreal. That would be very useful. Your videos in general are very useful and precise to the point. If you add a tutorial about this feature it would be a blast.
Had a door BP that would open using collision if player had key. Tried to implement this code to it so i cold manually opemed the door and it did not work but most steps did function for me. Will try again after work tomorrow maybe
well?
@@voidzz7969 i ended up getting it to work but I'd have to go back and look as that was my first project and I've started it again. But if you need it, I can look at how it functioned.
I can't seem to change the anchor for my actor (door). i tried doing alt +MM button and it still won't work?
Not sure if you ever found a solution, but I had the same problem today. You can go to 'Modeling Mode', select your door, then click on 'XForm' in the tab on the far left. Then click 'Edit Pivot'. That will permanently change its pivot. Hope this helps.
I dont have the cameraboom, what do I use in its place?
You can use any component's location to project a sphere trace. Typically, the camera, player location, and boom are the most commonly used.
hey bro! thnks for your video tutorials in unity, they've been super helpful!. Would it be possible to do another video tutorial in how to build terrain in unity? or show how to import some generic maps in blender then hand crafting them in unity? thanks!
I dont see an input folder, im also in a fps template if that matters
Didn’t work. Triple-checked everything. The door isn’t detected as an item with which the function can interact.
Hey can you tell me how to code: that when you through a item and it interacts with another item(item2) the item2 will stimulate physics
This code works, however, it doesn't appear to work if the door is near any walls or objects. Any advice on how to solve this? The door was meant to be an entrance to a cabin.
Sorry if this is much too late, but: You use 'Multi Sphere Trace by Channel' (Or Box/Line if you want a different shape). This creates an Array of ALL items hit by the shape you choose, meaning you can run a 'For Each' Loop on all Array items and check for if it's the one you want. Or, if you don't want to check, connect the For Each Loop directly to the Break hit Result, then have the 'Hit Actor' connect to your interact. This'll just mean everything gets pinged by the interact function!
Shoot, it didn’t work
Same
WHAT UR FROM BELGIUM?? ME TOO
There are literally hundreds of tutorials just like this on YT. How about taking it to another level? I'll write you an example of how to make a variation of this tutorial, of which there is NOT ONE other tutorial on YT: create a small handle on the door (just a rough model for illustration), after coming to the door and clicking E, an animation plays where the character puts his hand on the handle, presses it down, the door opens and the character puts his hand down. It's amazing how not a single Unreal channel on youtube properly teaches animations in UE - at most just blending running/walking etc, but I've seen literally not a single tutorial on animated interactions with objects - e.g. a character walks up to a ringing phone and lifts it to his ear, walks up to a cupboard and opens a drawer etc. All the YT tutorials on UE interaction are just ones where the objects themselves are moving, they never integrate the character's hands. Please don't take this personally and as a criticism, just a possible suggestion if you were looking for ideas for new videos :)
Thx for the feedback ;)
How would you accomplish this type of animation? Or where would I go to learn it?
@@corvisai Tell me when you find the answer pls
Trying to set it so door auto close after like 15 secs any ideas? Two weeks with no answer This is a prime example of why I do not subscribe to TH-cam channels.
set coordinates in reverse and use delay node set to 15 seconds