A second part will be released soon to fix a minor bug. If client 1 opens the door, and client 2 goes to close it. The door will snap closed then open again. This is a simple fix, we just need a replicated Boolean so each client knows if the door is already open or not.
The video is very well explained as usual, thanks for putting this content out. Now I hope you don't mind, but I do have some comments on this one: 1) You mentioned the usage of interfaces to avoid casting into heavier objects, but then you ended up casting your array entry into the Door Blueprint anyway, which ended up defeating that benefit of using the interface. 2) The behavior of how a door is open (the usage of the angle and so on) should be encapsulated within the door itself, and not spilled into the character that is interacting with it. Maybe you wanted to showcase the Event Dispatcher, but if the Server/Multicasts RPCs where kept within the Door Blueprint, not only the logic to open the door would be properly encapsulated, but you would also solve issue #1 above, and wouldn't need to cast into the Door Blueprint. Once again, thanks for the content and I wish you the best!
Hey Matt. Great work. I was just wondering if you still had plans for the second video. I'm not sure where we would use the replicated boolean to make this work correctly.
You can't, that's why he did not make another video. The problem is that the timeline playback position is not in sync between server and client. What you need to do instead is get rid of the event dispatcher (and the cast to) and just make a custom server/multicast RPC to call the interface inside the character BP, then just copy all the code that was called from the event dispatcher and paste it in your interact event inside your door BP.
i know this video is 2 years old but when cunnecting the Run on server to the dispatcher it wont let me i get the following Delegate is not compotible with delegate (by ref) Any idea ?
actually it is much simpler : on the bp_door collision box overlap event check if it's a character then call a custom event on the server wich will call a multicast event and in it put the rotation logic . this work just fine in ue5 at least
Hey when I go to implement function, I get implement event instead, it looks the same as yours after clicking it, so just curious if it's the same thing, re named from an update or something, Or if I forgot a step.
Fixed... I didn't add a space in my event dispatcher scene component, and the spaces are automatically added by Unreal, so I think you have to name them with spaces or it will not connect...
hi matt, this is actually helping me a lot. but my nodes seems a bit off. i need to press interact action twice in order to run the event to open the door. and i can't cast to the door because the object can't be accessed. any ideas? (im in 4.27)
Thanks bro!!! I wanna make a multiplayer but i don understand server things 🤣 can we make peer2peer(one player making a server role and other player join him) game? i dont want to buy server :(
It's sad when you follow the whole tutorial for it to not work at the end. The custom event: 'Open Door On Server' cannot connect to 'Bind Event to Open Door'. I am using version 5.5
Try creating a new custom event by dragging the red box out of the “bind event to”, then move the connection from the original custom event to this new one. I’m not sure why, but sometimes Unreal bugs out like this and you need to make a new event instead of connecting an existing one
I know its not the right place to ask for it but i would really like to see and learn how can someone make a waterfall in ue4... Except that I Love your Content I have said it and I'm gonna keep saying it !!
it works, but iam trying to do it with KeyLOCK, it works too, but when i grab key, just that player what grabbed key can open and close doors, is there any way, how to replicate for this situation?
A second part will be released soon to fix a minor bug. If client 1 opens the door, and client 2 goes to close it. The door will snap closed then open again. This is a simple fix, we just need a replicated Boolean so each client knows if the door is already open or not.
yea i was going to ask, what about client to client? so nice you caught that and make a second part fixing it..
Hey mate, great tutorial - Very well presented. Did you make the second part?
when part 2?
Hey mate, tried fixing the bug with a boolean but couldn´t make it work... Did you make the part two??
Say please where is the second part
The video is very well explained as usual, thanks for putting this content out.
Now I hope you don't mind, but I do have some comments on this one:
1) You mentioned the usage of interfaces to avoid casting into heavier objects, but then you ended up casting your array entry into the Door Blueprint anyway, which ended up defeating that benefit of using the interface.
2) The behavior of how a door is open (the usage of the angle and so on) should be encapsulated within the door itself, and not spilled into the character that is interacting with it. Maybe you wanted to showcase the Event Dispatcher, but if the Server/Multicasts RPCs where kept within the Door Blueprint, not only the logic to open the door would be properly encapsulated, but you would also solve issue #1 above, and wouldn't need to cast into the Door Blueprint.
Once again, thanks for the content and I wish you the best!
Great treatment of a sometimes confusing topic!
Thanks Steve!
Hey Matt. Great work. I was just wondering if you still had plans for the second video. I'm not sure where we would use the replicated boolean to make this work correctly.
You can't, that's why he did not make another video. The problem is that the timeline playback position is not in sync between server and client. What you need to do instead is get rid of the event dispatcher (and the cast to) and just make a custom server/multicast RPC to call the interface inside the character BP, then just copy all the code that was called from the event dispatcher and paste it in your interact event inside your door BP.
i know this video is 2 years old but when cunnecting the Run on server to the dispatcher it wont let me i get the following
Delegate is not compotible with delegate (by ref)
Any idea ?
Did you ever release the second part with the boolean bug fix?
You are a legend man, this worked perfectly.
Very useful content. Thanks for the tutorials.
Thanks for the support, happy to help! :)
12:01 connceting the custom event to the bind event, I get this message when I try to connect it "Delegate is not compatible with Delegate (by ref)"
Fixed it, I added the inputs to the custom event and suddenly it worked lol
actually it is much simpler :
on the bp_door collision box overlap event check if it's a character
then call a custom event on the server wich will call a multicast event
and in it put the rotation logic .
this work just fine in ue5 at least
Sir I needed this tutorial for many days thank you very much thank you
Can you use a single event dispatcher to move two different objects from the same bp?
Hey when I go to implement function, I get implement event instead, it looks the same as yours after clicking it, so just curious if it's the same thing, re named from an update or something, Or if I forgot a step.
Nice video
I'm getting stuck at 12:45... it says delegate is not compatible with delegate (by ref). Any idea why?
Fixed... I didn't add a space in my event dispatcher scene component, and the spaces are automatically added by Unreal, so I think you have to name them with spaces or it will not connect...
@@speedwaylabsdev Hmm I have tried this but no luck.
@MattAspland I also have this error in UE 5.2.1. Any idea what could be wrong?
any luck on this?
@@DavidianDevil666
hi matt, this is actually helping me a lot. but my nodes seems a bit off. i need to press interact action twice in order to run the event to open the door. and i can't cast to the door because the object can't be accessed. any ideas? (im in 4.27)
Thanks bro!!! I wanna make a multiplayer but i don understand server things 🤣 can we make peer2peer(one player making a server role and other player join him) game? i dont want to buy server :(
That is listen server it's free
@@charan3278 ohh thanks 0_0!! Soo can i make a (free) multiplayer game??
@@g-dojjo yea :) search Unreal engine listen server and you can find how to host and join
@@charan3278 Thanks for info bro.I've been using ue for 3-4 years but i just learned this :D :D
It's sad when you follow the whole tutorial for it to not work at the end. The custom event: 'Open Door On Server' cannot connect to 'Bind Event to Open Door'. I am using version 5.5
Try creating a new custom event by dragging the red box out of the “bind event to”, then move the connection from the original custom event to this new one. I’m not sure why, but sometimes Unreal bugs out like this and you need to make a new event instead of connecting an existing one
@@MattAspland Thank you very much. I shall try this!
I know its not the right place to ask for it but i would really like to see and learn how can someone make a waterfall in ue4... Except that I Love your Content I have said it and I'm gonna keep saying it !!
When i make a door , the character can cross from it when its closed. How i can fix this?
This is UE 4.26.2 ?
Is it different in UE5? It doesn't seem to work for me
Same, did you find a fix for this?
Works for me in UE5.0.2
Request: make combat and parkour system and animations like in game Sleeping dogs.
You should apply for epic mega grand
it works, but iam trying to do it with KeyLOCK, it works too, but when i grab key, just that player what grabbed key can open and close doors, is there any way, how to replicate for this situation?
Is true ue want to make this operation so complicated???I'm really going crazy with different languages!
And that door will open twice when client open it.......
please a door that always opens to the front of the character.