Thank you so much for this tutorial! It was incredibly helpful for my project. I was able to implement the functionality correctly and move forward with my game development. Keep up the great work!
10:32 You NEVER want to call 'Remove all widgets'. If you have a HUD, this will remove your HUD as well. You want to ONLY remove the widget associated with the door. Also, you don't create the widget on E press. You create the widget in the door's OnBeginPlay event and when E is pressed, you simply show it. On E again, just hide it.Its far less overhead and improves performance.
Great work thanks, 1 thing that is interisting was when u click "E" in the Box, the widget will be opend as much as u press it, and when u want to close it, u need to close it as many time as u open it. Just Note.
I can't get the door to close once it's verticle, I am making a castle gate and I have my collision box verylong on the bottom so the collision box will still be detectable. Once the gate is lifted I can't get it to close
Terrific Game mechanic vid, and just a fun project to go thru. Really appreciate the time and thought that goes into these lessons. Digital Beers on me! 🍺🍺
Hello Great Video, but do you know by chance (instead of doing the door opening with locationchange) how to do it with rotation(cause then the animation isnt smooth)?
@@UnrealART hello again. I have another question: I had a crosshair on the screen but after exiting the UI the Crosshairs UI gets removed as well. After trying some selutions I wasn’t able to fix it, do you have an idea on how to fix it?
the problem is that when we remove all widgets, it removes the crossair as well. you just need to remove the widget you made and not all of them. In my video I removed all widgets because I did not have anything else and it didn't matter
Hi ! Dont know if im too late but i would like to ask you a question, this tutorial really helped me but i wonder if its possible to make a number limit (because it glitch out the screen if we type too much. Thanks in advance !
Great tutorial, only one problem is that node "Remove all Widgets" kills other widgets on the level. Any idea what can be a substitution to that ? Thanks.
Thanks. yeah you should use a remove from parent function and connect the return value from the create widget function to the target . let me know if there was any issues 🥂
@@UnrealART Already fixed that with the method you mentioned above, also it's better to change "remove all widgets" node in WB_numpad, becuase it will destroy all widget as well. I changed them to set visibility. Thanks for the reply anyway, it's always nice to see that author of the channel stays in touch with his viewers, not just drops tutors.
Perfect and super functional! I wanted to thank you and at the same time ask you if my idea of using the same system using a keyboard input in order to give the password with letters to compose a word or an entire sentence, is it really possible in the end? This is simply to know if I understand the direction in which I am going to look, thanks in advance! By the way, I can apply the "Remove Parent" in the blueprint of the widget but not in that of the door (I can't find it in reference, am I missing something?)
I am a bit late to this brilliant tutorial. Any idea how to reset the blueprint state? Say "On component end overlap" reset so when you go through te door and leave the hitbox the door closes and the blueprint is ready again to be triggered?
THIS VIDEO helped me a LOT like A LOT thank you and can u make a tutorial on how to make the game generate a random number and display it on the screen and the randomly generated number is the correct password?
Hi, Thank you for this great tutorial and your channel. I have a short question please. As I have a wiget displayed on the screen in my game (lifebar), how do I remove just the widget from the tutorial because the node "remove all widgets" delete all the widget (my lifebar) on the screen. I thought there was a node "remove widget" but no it doesn't. Thank you for your answer.
Im usin 5.1.0 after ive typed in the code and the door opens Unreal Engine wont give me back the steering of my character , mousecursor dont disappears ... Is it a bug , maybe ?
when i use the door with the keypad, all my other doors have keypads as well when i interact with them. even if the other door isnt suppose to have one. how do i fix this
I think you can disable the colison box for your other instances in the level. you can use a boolean, make it instance editable and connect it to your flow
Hi bro I want to remove the specific num pad widget only from the viewport it's removing my all widgets from the viewport pls make a video of how to do that bro it will be helpful for me pls
No, I want to keep the box colision, the thing is that I have other widgets on the screen and the "remove all widgets" in the code is a problem, how can I only close the panel widget after I'm done with the interaction?@@UnrealART
have you tried it with an integer? I remember that using a string was better in this case but I don't remember the details. It was a long time ago. use whatever works! this is my philosophy in working with unreal ! 😉
Hello, check the canvas and the buttons and how they are parented to each other. make sure it's exactly like the video . I think you have messed them up a little 😂🤔
is there a way so it only removes a specific widget rather than all of them? When I used it it removes some other widgets I need and doesn't allow them to re appear
hi I have a question , do you know how can I grab enemy and then use that enemy ? for example I grab a drone and use that enemy's gun for firing to other enemy? I want to grab a drone and with drone kill other enemy like robo recall .thanks alot for answering ....
hi , It`s a little complicated but I think the trick is to change the AI controller for the drone into a player controller when you catch it . another trick is just to destroy the AI drone and spawn a controllable drone at the exact location and moment , it works but it`s a little dirty to do it this way!
@@UnrealART th-cam.com/video/izuHSs8kWQA/w-d-xo.html&ab_channel=WikiGameGuides This is very cool technique with enemy and controll AI Enemy and shoot with them to other enemy AI ...
great video but it works better if you don't use remove all widgets nods and use remove from parents instead, my inventory was disapearing after crossing the door.
Hi, I have a question. Do I only need to replace remove all widgets with remove from parent in the num pad or also in the door event graph cause in the door it doesn't have an option for remove from parent. Thanks in advance!
@@StellaKyriazi i'm no unreal expert, the teacher told me that the remove all widget from the door was removing my access to my invetory so he told me to replace the remove all widgets with remove from parents.
its good but there is one problem , when i pree E to remove my keypad my main hud also remove , ithing because u use remove all widget so how to correct it, as there is no option to add remove from parent node
thanks a lot for the Tutorial,really helped a lot .but i got a error in PasswordDoor Blueprint ,after testing the game it says SetInputMode_GameOnly expects a valid player controller as 'PlayerController' target,how can i fix this error.and by the way im using ue5.3.Thanks a lot for the Tutorial.
How do I get the door to close once it's verticle, I am making a castle gate and I have my collision box verylong on the bottom so the collision box will still be detectable. Once the gate is lifted I can't get it to close Thank you very muych for this tutorial
Maybe the collision box is parented to the door and moves up when it gets opened and you can't collide with it again. other than that, it should work if you do everything as explained in the tutorial .
How can I make it so that the door only opens once when the correct password is entered? Currently, after the door is open and the correct password is entered, pressing 'E' shows the widget again.
there is a flow control node called do once in blueprints. this makes the functions in front of it be called only once. you need to find the best place for the do once node in your blueprints and implement it, this should give you what you need.
hey, I think there is something wrong with your flow in your blueprints. you can send me a screen record of your project so I can look into it . 4lirezaemami@gmail.com
@@UnrealART No, I was talking about creating one or more tutorials for: - Open a door with a collectable key (Replicated) -Open a door with a keypad/codelock (Replicated) there is no tutorial on its very precise subjects, not a single one.
I have a video about getting a key and opening a door. isn't that what you are looking for ? for the keypad though I have to look into it and come up with something
Thank you so much for this tutorial! It was incredibly helpful for my project. I was able to implement the functionality correctly and move forward with my game development. Keep up the great work!
glad you liked the video! happy to be of help 🥂🙏
10:32 You NEVER want to call 'Remove all widgets'. If you have a HUD, this will remove your HUD as well. You want to ONLY remove the widget associated with the door. Also, you don't create the widget on E press. You create the widget in the door's OnBeginPlay event and when E is pressed, you simply show it. On E again, just hide it.Its far less overhead and improves performance.
yeah that's correct, Thanks for the tips 🥂
so instead calling "Remove all widgets" what should i call?
thank you so much, with this tutorial i now can end my school project! Sorry for my english, but i really want to tell you that
Glad I could help!
what are you studying ?
Great work thanks,
1 thing that is interisting was when u click "E" in the Box, the widget will be opend as much as u press it, and when u want to close it, u need to close it as many time as u open it.
Just Note.
yeah good idea , thanks for sharing ! 👌👌
I can't get the door to close once it's verticle, I am making a castle gate and I have my collision box verylong on the bottom so the collision box will still be detectable. Once the gate is lifted I can't get it to close
Thank you so much for this tutorial! I truly appreciate it
You are so welcome!
Terrific Game mechanic vid, and just a fun project to go thru. Really appreciate the time and thought that goes into these lessons. Digital Beers on me! 🍺🍺
thank you very much , Glad you enjoy the videos! 🥂🥂
Awesome video, I like the order you did things to show how each thing works
Glad you liked it!
Bro your work is really awesome, keep doing more videos :)🤘👍
Thank you so much 😀
Bro thank u i really needed this im learning UE5 and this was a big help
u got a new sub
Glad I could help
Hello Great Video, but do you know by chance (instead of doing the door opening with locationchange) how to do it with rotation(cause then the animation isnt smooth)?
you can use the set relative rotation function. also keep the timeline but play with the values to get what you are looking for
hi, thank you so much for the tutorial! It was extremely helpful! But after i closer the UI the cursor is still visible, how do i remove that?
hello . you are welcome. I think I explained it in the video . you need a remove cursor function in the blueprints
@@UnrealART oh damn, I rewatched the video multiple times And didn’t notice for some reason. Thank you!
no problem 🥂
@@UnrealART hello again. I have another question: I had a crosshair on the screen but after exiting the UI the Crosshairs UI gets removed as well. After trying some selutions I wasn’t able to fix it, do you have an idea on how to fix it?
the problem is that when we remove all widgets, it removes the crossair as well. you just need to remove the widget you made and not all of them. In my video I removed all widgets because I did not have anything else and it didn't matter
10:30 I dont want to remove all Widgets, because I have a crosshair. What else can I do to remove the Keypad but not the crosshair?
get a reference to the widget and then connect it to a remove from parent function
@@UnrealART I got it. Thank you. Very good tutorial
Hi ! Dont know if im too late but i would like to ask you a question, this tutorial really helped me but i wonder if its possible to make a number limit (because it glitch out the screen if we type too much. Thanks in advance !
I get this question a lot. I missed covering it for some reason so I think I have to make a new tutorial about it !
ok :)
@@UnrealART
I love this idea, thank you
Glad you like it!
Great tutorial, only one problem is that node "Remove all Widgets" kills other widgets on the level. Any idea what can be a substitution to that ? Thanks.
Thanks. yeah you should use a remove from parent function and connect the return value from the create widget function to the target . let me know if there was any issues 🥂
@@UnrealART Already fixed that with the method you mentioned above, also it's better to change "remove all widgets" node in WB_numpad, becuase it will destroy all widget as well. I changed them to set visibility. Thanks for the reply anyway, it's always nice to see that author of the channel stays in touch with his viewers, not just drops tutors.
@@levstepchenko5019 No problem mate🥂🙏
Perfect and super functional! I wanted to thank you and at the same time ask you if my idea of using the same system using a keyboard input in order to give the password with letters to compose a word or an entire sentence, is it really possible in the end? This is simply to know if I understand the direction in which I am going to look, thanks in advance!
By the way, I can apply the "Remove Parent" in the blueprint of the widget but not in that of the door (I can't find it in reference, am I missing something?)
Glad you liked the video. yeah it's totally possible to use the keyboard instead. With a couple of small adjustments you can create that system
@@UnrealART Thanks, so I will look in this way I've got some Ideas now thanks a lot for sharing yours!
Thanks for the video!
You're welcome!
I am a bit late to this brilliant tutorial. Any idea how to reset the blueprint state? Say "On component end overlap" reset so when you go through te door and leave the hitbox the door closes and the blueprint is ready again to be triggered?
Yeah it's possible. you may need to change the code a little to achieve that but it's totally possible
THIS VIDEO helped me a LOT like A LOT thank you
and can u make a tutorial on how to make the game generate a random number and display it on the screen and the randomly generated number is the correct password?
thanks glad you liked the video, you mean you want it to generate a new password for example in every 1 minute?
kind of like that but a random password will be generated when the game begins and that will be displayed in a widgit@@UnrealART
Yeah it's totally possible. you need to combine some variables together
can u tell me how it would really help me a lot @@UnrealART
please tell me how to do it i really need it@@UnrealART
Hi,
Thank you for this great tutorial and your channel. I have a short question please. As I have a wiget displayed on the screen in my game (lifebar), how do I remove just the widget from the tutorial because the node "remove all widgets" delete all the widget (my lifebar) on the screen. I thought there was a node "remove widget" but no it doesn't. Thank you for your answer.
I've found. I added "Remove from parent" instead.
yeah that`s a good solution 👍🥂
Im usin 5.1.0 after ive typed in the code and the door opens Unreal Engine wont give me back the steering of my character , mousecursor dont disappears ... Is it a bug , maybe ?
No it`s not a bug . Please watch the last part of the video carefully and make sure you disable and enable the widget and the mouse curser properly .
@@UnrealART i have the same problem i im pretty sure havent missed anything
when i use the door with the keypad, all my other doors have keypads as well when i interact with them. even if the other door isnt suppose to have one. how do i fix this
I think you can disable the colison box for your other instances in the level. you can use a boolean, make it instance editable and connect it to your flow
increíble tutorial! Gracias
Glad you liked it 🥂
Hi hello. He will turn off all my widgets. Is it possible to leave only to turn off the current widget?
hello . yes it is . I am working on a series about UI and widgets and I will cover this topic as well 🥂
@@UnrealART Thanks for the answer. Looking forward to new video teaching
Hi bro I want to remove the specific num pad widget only from the viewport it's removing my all widgets from the viewport pls make a video of how to do that bro it will be helpful for me pls
hi . use remove from parent widget node and then plug the panel to the target
@@UnrealART which panel?
Thank you so much, I have a problem. Do you know Why my character cannot cross the opened door?
you are very welcome. yes it's because of the collision of the static mesh. it's probably covering the entrance
nice one bro
Thanks 🔥
Amazing job, but one question, how can I only remove the panel widget instead of all widgets?
Thanks for the help, but that only worked on the widget itself, how do I do with the trigger box?@mridulsharma_06
you want to delete the box collision as well after you entered the right password so it doesn't pop up anymore ?
No, I want to keep the box colision, the thing is that I have other widgets on the screen and the "remove all widgets" in the code is a problem, how can I only close the panel widget after I'm done with the interaction?@@UnrealART
Thanks, it works, that took a while lol 😁👍 @mridulsharma_06
thanks, you are great
no problem
thanks for the tutorial ! But isn't better to put the correct password as an Interger instead of a string ?
have you tried it with an integer? I remember that using a string was better in this case but I don't remember the details. It was a long time ago. use whatever works! this is my philosophy in working with unreal ! 😉
Hey there, when i input the code the numbers show up, but the "enter code" does not go away, and they end up layering over each other?
Hello, check the canvas and the buttons and how they are parented to each other. make sure it's exactly like the video . I think you have messed them up a little 😂🤔
is there a way so it only removes a specific widget rather than all of them? When I used it it removes some other widgets I need and doesn't allow them to re appear
nvm found it "remove from parent"
yes, you need to use the remove from parent function and for the target plug in the widget you wanna remove
Will this work on multi player servers? Or will the custom events need changes
I am not sure but it may need some adjustments
Thanks bro!
Any time
hi I have a question , do you know how can I grab enemy and then use that enemy ? for example I grab a drone and use that enemy's gun for firing to other enemy? I want to grab a drone and with drone kill other enemy like robo recall .thanks alot for answering ....
hi , It`s a little complicated but I think the trick is to change the AI controller for the drone into a player controller when you catch it .
another trick is just to destroy the AI drone and spawn a controllable drone at the exact location and moment , it works but it`s a little dirty to do it this way!
@@UnrealART th-cam.com/video/izuHSs8kWQA/w-d-xo.html&ab_channel=WikiGameGuides
This is very cool technique with enemy and controll AI Enemy and shoot with them to other enemy AI ...
great video but it works better if you don't use remove all widgets nods and use remove from parents instead, my inventory was disapearing after crossing the door.
Yes, you are right . Thanks for the tip . In my case I didn`t have any other widgets so I didn`t care about that .
hi, how did you replace the "remove all widget" in the door bp, I don't know how to do it.
@@Ragnar-VE hi, i don't remember but i think i just put a remove from parent instead
Hi, I have a question. Do I only need to replace remove all widgets with remove from parent in the num pad or also in the door event graph cause in the door it doesn't have an option for remove from parent. Thanks in advance!
@@StellaKyriazi i'm no unreal expert, the teacher told me that the remove all widget from the door was removing my access to my invetory so he told me to replace the remove all widgets with remove from parents.
Interesting, how to create hacking or searching tools similar to Batman’s gadgets?
the mechanism is not that different you just need to get creative
its good but there is one problem , when i pree E to remove my keypad my main hud also remove , ithing because u use remove all widget so how to correct it, as there is no option to add remove from parent node
you need to call the remove from parent node and get a refrence to the widget you wanna remove and plug it into the function
It won't work if I do my widget stuck even press E, because of flipflop I guess
thanks a lot for the Tutorial,really helped a lot .but i got a error in PasswordDoor Blueprint ,after testing the game it says SetInputMode_GameOnly expects a valid player controller as 'PlayerController' target,how can i fix this error.and by the way im using ue5.3.Thanks a lot for the Tutorial.
no problem glad you liked the video, in 5.3 inputs are a little different, maybe you need to use enhanced inputs in this case
@@UnrealART thanks a lot ,im using is valid node and it fixed
How do I get the door to close once it's verticle, I am making a castle gate and I have my collision box verylong on the bottom so the collision box will still be detectable. Once the gate is lifted I can't get it to close
Thank you very muych for this tutorial
Maybe the collision box is parented to the door and moves up when it gets opened and you can't collide with it again. other than that, it should work if you do everything as explained in the tutorial .
@@UnrealART How do you make this relative to multicast to server and clients?
I am not sure what's the best solution for this, I have to look into it
YOU'RE BOSS OF BOSSES
thanks mate , glad you liked the video
How can I make it so that the door only opens once when the correct password is entered? Currently, after the door is open and the correct password is entered, pressing 'E' shows the widget again.
there is a flow control node called do once in blueprints. this makes the functions in front of it be called only once. you need to find the best place for the do once node in your blueprints and implement it, this should give you what you need.
دستخوش
ممنون 🥂
My game freezes when I either correctly input the code or try to exit from the widget. Does anyone have any advice for this?
hey, I think there is something wrong with your flow in your blueprints. you can send me a screen record of your project so I can look into it . 4lirezaemami@gmail.com
awesome stuff. I got it all working except the player never unlocks from standing still once the door opens
actually figured it out changed one thing and fixed
Glad you could fix it yourself 🥂
Nice video bro can you make a tuto for replication door with code ?
Thanks mate.
I am not sure what you mean. you want to be able to enter a code to duplicate the door ?
@@UnrealART No, I was talking about creating one or more tutorials for:
- Open a door with a collectable key (Replicated)
-Open a door with a keypad/codelock (Replicated)
there is no tutorial on its very precise subjects, not a single one.
I have a video about getting a key and opening a door. isn't that what you are looking for ?
for the keypad though I have to look into it and come up with something
how can I use wasd input while entering input?
you need to define the keyboard keys for each button
@@UnrealART nope, I don't want that, I want to to navigate between keys with WASD input
@@nastenkaoo Yeah I get it now, I havent tried that before, I don't know what the best approach is
@@UnrealART yeah, thanks for helping. Now I am improving your video project and it goes well
Anyone know how to make it where you can play multiple of these in the level and set them with different passcodes?
just copy everything related to the door mechanism in your content browser and then change the password for your new door .
@@UnrealART I’m trying to switch out get all actors of class and use material references and instance editable
WHEN ITS OPEN TO DOOR I GOT COLISION MY CHARACTER CAN GO THU DOOR HELP BTW I CREAT FROM 2 MODELS THIS DOOR PLS HELP HOW I CAN SET UP COLISION
unfortunately I do not understand the question . You can use chatgpt to refine the question and then ask it here .
Merci
no problem
but I can t enter the door
You need to check your collisions, it's blocking the way, open up your static mesh and set the colision type on use complex collision as simple
Hi how set limit for 4 figure for password!?
it's a little tricky I have to look into it .