Flickering Door Bug Solution : Don't attach "Box collision" to Static Mesh :) If you do that, Your box collision move together with your sliding doors, and your character collision constantly in and out from your collision box, which is cause : Flickering Door Bug. Solution : Attach "Box Collision" to "DefaultSceneRoot" your welcome :)
Thank you, I had to use the door itself not the collision box. Though I set the collison box to the scene root. I as well did a slide up on Zed. So not sure if that had anything to do with it.
Great Tutorial, very clear! I added some functions to my blue print based on your solution, is working, but I have a problem, my doors have a box collider each, they open fine but when trying to close as soon as they reach the center box collider, they start to flicker. I assume that's because I'm not making any difference between the player and other colliders in the Component Begin/End Ovelap. Any idea about how to make it work properly?
thanks, if you cast to your character and define it as the " other object " you should be able to resolve the problem. if it's the real reason for the flickering of course.
Thanks for the tutorial, do you know if there is a way to make this work with a cinematic camera in a level sequence, it would really save time having to key frame and animate all the parameters, especially when there a lots of doors to go through.
@@UnrealART I agree. The video i previously saw was from a senior developer from Riot Games and she used that node, as well as other nodes. I found it to be odd that she used more nodes to do the same thing (using float instead of vector, as well as doubling the code to reverse door sliding instead of just plugging the EndOverlap node into the same pins as BeginOverlap node). I would imagine your example is much better due to it's simplicity.
thanks for your comment , yeah I try to keep the process as simple as possible so it's easy to learn and easy to use, i am doing the same job in my other turorials too 🥂😉
@@UnrealART question, and TY so much for simplicity! WHy does it work not using cast to 3rdpersonblah ? Also , I can't get any overlaps towork onmy mesh with box collision. Any idea why, the player runs onto mesh with box over it and nothing happens. ue 5.1,windows 11 all updates.
@@IamNeighborlee you are welcome, there might be some errors in the blueprints, I need to take a look into your blueprint to figure out what the problem is, you can email me screenshots or your project file 🙏 4lirezaemami@gmail.com
When I use the setRelativeLocation function, I put 50 in the x axis to the move the door to the side, but the door also moves on the y and z axes to zero. What am I doing wrong?
maybe you didn't lock the Y and Z axis correctly in the timeline node and the value is working for the all 3 . make sure you lock z and y and only give value to the x axis
well it worked but i didnt when i tried to add the frame and the handles aroun d the door, i think i might have to do it seperately...i mean 7 time, (1x glass, 4 frame segments, 2 surfaces for the handle)
no you don't need to do that, there are better ways. you can make them all a child to the main static mesh in the component tab so they move along with it. the other way is to use set actor rotation instead of set relative rotation, so the whole blueprint moves and not just the static mesh . the third solution is to go back to your 3dmodeling package, make them one mesh and then reimport it again. just don't make 7 blue prints for a simple door ! Lol
Hello, I hope you are well, I think something is wrong with how you set the timeline node, either it's the track or the inputs and out puts. In this video I completely explain the timeline node , maybe it helps . th-cam.com/video/r4znM0S9fIw/w-d-xo.html
@@frankornelas1011 make sure you play the level with a first person character and don`t simulate it, also check the oncomponent end overlap and plug it into the reverse animation, it is explained in the tutorial you might have missed it 👋
@@UnrealART I just just had start a new module and then it worked. Something bugged out on the first one. Thank you so much man your great and I subscribed :)
It looks like when I do it the reverse animation is not working when I do look at the event graph it looks like the begin overlap and the end overlap are activating at the same time when I leave the box so only the start animation works not the reverse how would I fix that?
well I can`t exactly know what is causing the problem without looking at it, your collision box can be the problem .you can delete the blueprint and create a new one from scratch. if it has the same problem again you can email me a screenshot of your BP . 4lirezaemami@gmail.com
not work at all,...i added lerp to timeline with float range, and to relative loc i connected A with B vector values, where B change to final position,...then it works how it should
You probably didn’t set the correct value for the value number in the timeline. I thought the same thing and had mine set to 1, but I had to set it to 580 to get it to open and work.
maybe you have plugged it into the wrong pin, please double check the nodes and if you could not find the problem , you can email me a screen record of your project so I can look into it 🥂🙏
@@UnrealART Thanks for getting back to me. I had a little help figuring it out. The box was connected to the door instead of being connected to the opening/frame. It was a bit of tinkering and trial and error - - it was the box. Your channel is by far the best in the way that you walk through the information and present it. I certainly appreciate your promptness to answering questions. You are consistent also, it looks like you take the time to answer every comment. Bless you and may the blessings continue and increase.
@@BingGeaux thanks mate, I am glad that you like the channel , I am taking this seriously and it`s not just a hobby for me, I am trying to do my best here and I hope the content is valuable for developers and 3d artists . 🥂
It somehow doesn't comeback to the original location for me, i follow exactly as the blueprint show may i know why? plus the slide only happen once per trial and somehow doesn't happen again when i put my character in the box
@@UnrealART It's kind of hard to make a screen record, but basically I made a blueprint with a box collision and a static mesh of a sliding door and did the timeline to make the door animate open and closed when a pawn is detected in the box collider, and i can put it in my scene fine and run the game in the editor just fine and that all works, but once I go to compile lighting or geometry (which fully compiling the game does) it removes any static meshes within my blueprint instances entirely so they're no longer physically there. if i go back into the BP and hit compile then they show up in the editor again but obviously i can't compile a game to binary form because they get removed.
@UnrealART Sorry for the late reply. Relative. But not only this isn't working, no timeline works. I don't know if it's my version, or my PC or something else.
This tutorial works half the time. Is there something I'm doing wrong? Have done all kinds of troubleshooting but this video shows that I have the same setup as you th-cam.com/video/a2ymfTr78J0/w-d-xo.html I just split the pins (but that didn't matter).
sorry I was going to answer the question but something happened and I had to take care of it, try adding a first person character to the scene and play the level with it. here is how : hit add in the content browser and add content and feature pack. choose first person and then drag the first person character into the scene. then in its details tab go to pawn section and put the auto posses player on 0 then play the level.
Flickering Door Bug Solution : Don't attach "Box collision" to Static Mesh :)
If you do that, Your box collision move together with your sliding doors, and your character collision constantly in and out from your collision box, which is cause : Flickering Door Bug.
Solution : Attach "Box Collision" to "DefaultSceneRoot"
your welcome :)
thank you very much, good tip 🥂🥂🙏🙏 :))
perfect, thanks :D
It just made it worse😔
I was seeking for that solution. you just brough it! =)
دس خوش داداش. ادم عشق میکنه میبینه یه هموطن مشکلشو حل میکنه . موفق باشی
مخلصیم 🥂🙏
Thank you, I had to use the door itself not the collision box. Though I set the collison box to the scene root. I as well did a slide up on Zed. So not sure if that had anything to do with it.
no problem , there are a lot of ways to do things in unreal, if it works, then it`s ok ! 😉🥂
Great Tutorial, very clear!
I added some functions to my blue print based on your solution, is working, but I have a problem, my doors have a box collider each, they open fine but when trying to close as soon as they reach the center box collider, they start to flicker. I assume that's because I'm not making any difference between the player and other colliders in the Component Begin/End Ovelap.
Any idea about how to make it work properly?
thanks, if you cast to your character and define it as the " other object " you should be able to resolve the problem. if it's the real reason for the flickering of course.
Thanks for the tutorial, do you know if there is a way to make this work with a cinematic camera in a level sequence, it would really save time having to key frame and animate all the parameters, especially when there a lots of doors to go through.
you are welcome . yeah it`s possible but haven`t done it myself . I think you should put some event triggers in the sequencer for the actors maybe
@@UnrealART , aah ok, ill see if I can find out how to do that. Thanks
BRO TY FOR THE VIDEO , you save me hope u keep make more videos for be
giner like me
no problem, glad to be of help,
I will try my best 🥂🙏
How would you have a different timeline animation for open and close?
You can make another time line or even another node in your blueprints and use that instead .
Brilliant! Might I suggest using the Cast to Player node? I saw it on another video.
thanks 🥂🙏, well there are a lot of ways to achive what you want 😉
@@UnrealART I agree. The video i previously saw was from a senior developer from Riot Games and she used that node, as well as other nodes. I found it to be odd that she used more nodes to do the same thing (using float instead of vector, as well as doubling the code to reverse door sliding instead of just plugging the EndOverlap node into the same pins as BeginOverlap node).
I would imagine your example is much better due to it's simplicity.
thanks for your comment , yeah I try to keep the process as simple as possible so it's easy to learn and easy to use, i am doing the same job in my other turorials too 🥂😉
@@UnrealART question, and TY so much for simplicity! WHy does it work not using cast to 3rdpersonblah ? Also , I can't get any overlaps towork onmy mesh with box collision. Any idea why, the player runs onto mesh with box over it and nothing happens. ue 5.1,windows 11 all updates.
@@IamNeighborlee you are welcome,
there might be some errors in the blueprints, I need to take a look into your blueprint to figure out what the problem is, you can email me screenshots or your project file 🙏 4lirezaemami@gmail.com
Thank you ❤you are the best ❤❤
You're welcome 😊
When I use the setRelativeLocation function, I put 50 in the x axis to the move the door to the side, but the door also moves on the y and z axes to zero. What am I doing wrong?
maybe you didn't lock the Y and Z axis correctly in the timeline node and the value is working for the all 3 . make sure you lock z and y and only give value to the x axis
This is awesome, thanks
Glad you like it!
Thank you, i’ve tried with “track float” and with some reason it didnt want to play reverse
no problem , double check everything and if you couldn`t solve the problem , email me your project so I can look into it
Nice Tutorial.you deserve more subscribers
I appreciate that!
Nice tutorial. Thank you.
You're welcome ;)
Thanks for Making Tutorial
You're welcome🥂
well it worked but i didnt when i tried to add the frame and the handles aroun d the door, i think i might have to do it seperately...i mean 7 time, (1x glass, 4 frame segments, 2 surfaces for the handle)
no you don't need to do that, there are better ways.
you can make them all a child to the main static mesh in the component tab so they move along with it.
the other way is to use set actor rotation instead of set relative rotation, so the whole blueprint moves and not just the static mesh .
the third solution is to go back to your 3dmodeling package, make them one mesh and then reimport it again.
just don't make 7 blue prints for a simple door ! Lol
love all your tutorials
thanks 🙏🙏🥂🥂
Hello Alireza! For me the door moves correctly only before I add the timeline. After I do it, it stops moving. Could you help me? Thanks!
Hello, I hope you are well, I think something is wrong with how you set the timeline node, either it's the track or the inputs and out puts. In this video I completely explain the timeline node , maybe it helps .
th-cam.com/video/r4znM0S9fIw/w-d-xo.html
Great tutorial. Thank you man
no problem 🙏🥂
I am running into an issue where the door isn't closing
@@frankornelas1011 make sure you play the level with a first person character and don`t simulate it,
also check the oncomponent end overlap and plug it into the reverse animation, it is explained in the tutorial you might have missed it 👋
@@UnrealART I just just had start a new module and then it worked. Something bugged out on the first one. Thank you so much man your great and I subscribed :)
@@frankornelas1011 well resetting always works 🤣🤣
very useful for beginer like me. Thank you
No problem ;)
I followed the tutorial exactly and my door does not work, do you know why it might possibly not work?
it can have several reasons. please send me a screen record of your project so I can look into it . 4lirezaemami@gmail.com
@@UnrealART I found another tutorial using a different method and that seemed to work, thanks for the offer though.
Hello, what kind of function it needs for the door to rotate rather than slide? Can you do a video for a rotating door? Thanks !
hello ,you are lucky , I made a tutorial about it recently 😉🥂
th-cam.com/video/obJk_veVMuA/w-d-xo.html
@@UnrealART Awesome, thanks !
It looks like when I do it the reverse animation is not working when I do look at the event graph it looks like the begin overlap and the end overlap are activating at the same time when I leave the box so only the start animation works not the reverse how would I fix that?
well I can`t exactly know what is causing the problem without looking at it, your collision box can be the problem .you can delete the blueprint and create a new one from scratch. if it has the same problem again you can email me a screenshot of your BP . 4lirezaemami@gmail.com
not work at all,...i added lerp to timeline with float range, and to relative loc i connected A with B vector values, where B change to final position,...then it works how it should
it seems you have solved the problem, but it also works as explained in the video, maybe you have missed something
You probably didn’t set the correct value for the value number in the timeline. I thought the same thing and had mine set to 1, but I had to set it to 580 to get it to open and work.
I need help on the reverse...My door is not closing
maybe you have plugged it into the wrong pin, please double check the nodes and if you could not find the problem , you can email me a screen record of your project so I can look into it 🥂🙏
@@UnrealART Thanks for getting back to me. I had a little help figuring it out. The box was connected to the door instead of being connected to the opening/frame. It was a bit of tinkering and trial and error - - it was the box.
Your channel is by far the best in the way that you walk through the information and present it. I certainly appreciate your promptness to answering questions. You are consistent also, it looks like you take the time to answer every comment. Bless you and may the blessings continue and increase.
@@BingGeaux thanks mate, I am glad that you like the channel , I am taking this seriously and it`s not just a hobby for me, I am trying to do my best here and I hope the content is valuable for developers and 3d artists . 🥂
It somehow doesn't comeback to the original location for me, i follow exactly as the blueprint show may i know why? plus the slide only happen once per trial and somehow doesn't happen again when i put my character in the box
well if you followed the video correctly and couldn`t find the problem, you can send me your project file so I can look into it 🥂🙏
when i build lighting/geometry or package game with any blueprints i've made with static meshes they get removed
that`s unusual , if you provide me with a screen record what exactly is going on, I can be of help
@@UnrealART It's kind of hard to make a screen record, but basically I made a blueprint with a box collision and a static mesh of a sliding door and did the timeline to make the door animate open and closed when a pawn is detected in the box collider, and i can put it in my scene fine and run the game in the editor just fine and that all works, but once I go to compile lighting or geometry (which fully compiling the game does) it removes any static meshes within my blueprint instances entirely so they're no longer physically there. if i go back into the BP and hit compile then they show up in the editor again but obviously i can't compile a game to binary form because they get removed.
how do i make it go up
just play with your Z value instead of X or Y
The closing is delayed when i leave. Any solutions?
maybe your collision box is too big
cool thanx for this
No problem!
When I attempt to connect new track to new location, it stops working. Seems to delete the value of X.
well if you followed the video correctly and couldn`t find the problem, you can send me your project file so I can look into it 🥂🙏
The final blueprints won’t make it move for me. My timeline node says “Paused @ 0.00 s (0.0 %)”. Is that causing the issue?
Oh I got it. My timeline value was too small to see the door move. Thanks for the tutorial!
@@aquadragonjewel no problem 🥂🥂
Nice, but i only have one leaf that slides, no matter how many copies i make, only one leaf slides !
I don't know what is wrong exactly. send me a screen record of your project so I can look into it. 4lirezaemami@gmail.com
it does not work in unreal 4.26 for me. the door just teleports, and it wont play in reverse when the player leaves the collision box
I think there is something wrong with your timeline node
Thank you!!
You're welcome!
I can't even delete the three nodes in the first part, just says "All variables in use"
it can have several reasons, which ue version are you using?
@@UnrealART Version 5.3.2
you can just add the new functions after the events and not delete anything . I guess this can resolve the problem
Thank you!
Welcome!
when my character is out of the collision box, the door doesnt go back or close back
there is something wrong with the on component end overlap part of your blueprint
I dont get it. No matter what I do, my door always slides too fast.
are you using set relative or set world location?
@UnrealART Sorry for the late reply. Relative. But not only this isn't working, no timeline works. I don't know if it's my version, or my PC or something else.
@@ruthkuhne8346 I don't know what could be wrong, you can send me a screen record of your project so I can look into it
@@UnrealART I fixed it. I don't know. I built a new blueprint and now everything is working.
@@ruthkuhne8346 glad you made it work
This tutorial works half the time. Is there something I'm doing wrong? Have done all kinds of troubleshooting but this video shows that I have the same setup as you th-cam.com/video/a2ymfTr78J0/w-d-xo.html I just split the pins (but that didn't matter).
@Unreal ART
Did you notice anything in my video I could fix or change to get the door to close when I leave the collision box?art
sorry I was going to answer the question but something happened and I had to take care of it, try adding a first person character to the scene and play the level with it. here is how : hit add in the content browser and add content and feature pack. choose first person and then drag the first person character into the scene. then in its details tab go to pawn section and put the auto posses player on 0 then play the level.
let me know if it still doesn`t work so we can find another solution
@@nu-beings Do not Add the Box to the Static Mesh. Add the box to the "DefaultSceneRoot"
@@hengelsportshortclips3091 I figured it out but thank you for the answer!