How To Open And Close A Door In Unreal Engine 5 | Efficient Methods And An In-Depth Explanation
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- čas přidán 1. 07. 2024
- Hey guys, in today's tutorial I'm going to be showing you how to efficiently open and close a door in Unreal Engine 5. This will also be a very customisable method to change it to how you want for your game.
Please note that this video does not include an animation for the player, however I can look into this for a future video if people want it.
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00:00 - Intro
00:18 - Overview
01:18 - Creating The Blueprint Interface
02:57 - Interacting With The Door
06:29 - Setting Up The Door
09:05 - Opening And Closing The Door
18:14 - Using The Doors In The Level
19:02 - Final Overview
19:17 - Outro
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Thanks for this great video. As a tip for beginners, you can also set the float "Open to Close Position" to visible at 16:05 (like the time to open).
This gives you more flexibility depending on what is needed in the level.
Just getting into this. Literally learning from the ground up. I have searched for tutorials high and low on how to make a door. Thanks to you, i finally made a working door! Thank you so much for making content man! The videos are extremely well done, i had to rewind and pause a lot, but simply put, i would not have gotten it without you man. Great content!
How you been making out ?
I like that interact interface. Thanks for the great tutorial!
Great Tutorial, Clear Concise, Perfect Thanks
Nicely done, works perfectly!
thanks for the help, I am in this game design class and the teacher doesn't really know how to teach so this is super helpful.
Great to see it updated to use interfaces. Great stuff Matt. I'd like to see one with animations. Haven't even begun to get my head around them in UE5.
Great to hear mate - I'll look into it!
Thank you so much for this video
It was very helpful
Thank you for the very clear tutorial, I now have actual real life doors!
Outstanding, thank you!!
"Please note that this video does not include an animation for the player, however I can look into this for a future video if people want it." - if there is a simple way using UE5 using hand IK, that would be great. The best solution I could find was using a pretty sophisticated method in ALS, but I would greatly prefer a simple hand IK method, since it seems like UE5 has better IK tools?
I can look into that, as you say - the IK system seems to be a lot more intuitive and efficient in UE5
@@MattAspland Awesome! Looking forward to it.
@@MattAspland Mate.. If you can make a tutorial for that it would help out a ton lmao, I'm trying to recreate the door system outlast uses, no luck so far
I’m here for the IK version too!
There is a doors BP component with IK and animations on the marketplace. I think it was $10 last time I saw it for sale.
thank you just wanted to let you know that in game development your my favorite person
Thank you Matt!
here we door again
Thanks for showing how to add starter content at 7:10.
Works Perfect with no problems except it spammed for the first door like another member here had mentioned. I see there is a lot of versatility with the Lerp. Likely I will figure out how to use this to make Gates go up and down as well as Left and Right.
keep it up.
Fantastic tutorial. Recently I had issues getting a copy of the door to open and close, and then realised I needed to set the time to open and close again. If anyone else has that issue, that's the fix!
Hey, what do you mean you need to set the time to open and close again?
@@TobgiReacts When you place the actor into the world, in the details panel on the right you'll see that you can set the 'time to open' and 'time to close'. Changing this to be something other than 0 worked for me at the time, although I don't think you should technically have to change those properties. Might pay to post your blueprints to the Unreal Engine forums where people can take a look and see if there's anything you might be overlooking. Someone usually responds pretty quickly.
Thank you so much for your tutorials matt, I learnt a lot! Can you make a video about char animation interact with button or other meshes to start other animations?
Great vid! door works perfectly! was wondering if there was any chance you would do a video on adding custom sounds to the door?
Hi! Thank you so much this is the first tutorial that works for me!
I do have a question/problem that I don’t know how to solve, when the door open, it opens out of the frame due to it following the rotation, what am I doing wrong?
great video -- i used this to bring an elevator out of the floor -- thank you!
Thanks ❤️
cool, thanks
This was great, thank you!
Can you tell me how can I add a knob animation on open, but not close? I have it on the door properly, so it swings with it, but it's static. I'm not sure how to set up chain animations. :p
another awesome tutorial any chance to add a "with open animation like in the car case?, showing the character opening the door with animation, opening and closing the door, keep the good work on tutorials.
I'm creating a gate (portcullis) that opens when a player triggers it with the E key, so in the Event Graph for my gate, what would I use besides Set Relative Rotation? I used Set Relative Location (because it is not rotating but moving straight up), and the gate does open at light speed, not the 3-second timer I set for it.
I actually followed your tutorial on how to open a door with a button and it worked out better. Thanks a ton for the knowledge transfers, Matt!
i'm sliding a door using Set Relative Transform... i had to break the pins apart a couple of times to get access to the sliding axis.
I'm a little confused on using Blueprint Interfaces. In past videos you; as well as other creators I've learned from, have used a Master blueprint actor to for different interactable objects. Then spawned child actors from those. Here you are using a blueprint interface, but the actor (door) is not spawned from a parent, it is made on it's own. Wouldn't this way make it so that every single actor has to be set up individually? I'm just confused on which one is easier to set up and use.
Couldn't get this to work with 5.1. Possibly because action mapping is now deprecated. When it came time to add the Interact (message) I could only see an Event not a Function.
Same
when creating the blueprint interface, did you create the input and output - and compile - as matt did?
I added sound in which when interacted with the sound would play through the interaction. Though if I keep on pressing interact while opening it would repeat the sound effect.
Noice👍
Thanks!
Happy to help, thanks for your support!
How would I add an opening and close sound to this because when i do it the user can spam the interact button and the sound keeps playing. So how would I make it so the sound will only play once.
Hey Mr. Aspland, 2 things:
1. Your video is amazing and you saved me from purchasing an expensive unreal marketplace item, thanks!
2. For some odd reason, every time my door moves, the trigger box also moves. I'm using unreal engine 5.1
Check the order of your Components in the Door Blueprint and attach the Box Collision to your DefaultSceneRoot
Hey can u teach how to activate trigger box when another trigger box overlap
If I wanted to add a sound to this setup so that one sound plays when the door opens and another plays when the door shuts how would I add that into the flow?
Thanks for this Video!! 😊👍
Nice, how can I make sure that my Character has to look in the direction of the door to open it?
When I place my own door into the static mech, the axises spawn in the middle of it and I don't know how to lign it up to the side
Nice one, thanks Matt. The UE 5 UI is cool but a bit intimidating 👍
Yeah I think it’s just going to take some getting used to
I already have a finished level with doors. How can I subsequently make the doors move? In your video you drag the edited doors into the level but I don't want to replace them.
I have a double doorway I am try to do this with...as you cannot duplicate the Interact node how can I achieve this?
\
Great tutorial, thank you!
I'm having a bit of trouble though, everything seems to work perfectly but my timeline is "paused" (there's a small window in my event graph that says paused @ 0:00s). If I click auto play in the timeline, then my door is just open all the time. I don't know how to unpause the timeline so that the animation plays properly when I interact with my door. Do you have any advice?
I have this problem also. Is there a way to fix it?
@@billielynploof9317 In the first branch of the interact script, link false to the Close Door node and that should fix it!
@@xChxldish Thank you! I ended up starting over with an earlier version. But the fix ended up being something silly which I cannot even remember hahah But thank you for your help
@@xChxldish thank you, this worked!
@@kevCarrico no problem!
In the interact message it doesnt have a place for the self thing
Is there a way to create a similar blueprint for a gate with two doors that open in symmetry? Do I have to separate the static meshes and individually make them react to the Interact key or is there a way to set up two individual animations for the two doors of the gate to open?
try to change "set relative rotation" to "set relative location"
Can you please do one with a key card
ue5
When I double click on the Interact Interface, after adding it to the class settings in my door BP, it doesn't open like how you show. It adds an Event Interact to the Event Graph. If I double click that it just opens the BP Interface (it says 'read only' at the top).
Is there another way to open the Door BP instance of the interface?
Same for me, video might be from an older version of Unreal Engine and the newer version of Unreal doesnt have that function? Did you find a solution? If not I will let you know if I find one.
edit: Go back to the very start of the video and follow what he does after the 2 minute mark. He mentions that you dont need it but Im learning and tried it the other way and the door wont open for me.
@@RavetodaGrave Not one I'd be confident of saying is the actual solution. I made the interface originally without the return node, as described in the video. (I didn't bother with any of the inputs or outputs he adds). So when I add the Event Interact to the graph and double click that, it opens the read only version of the interface - I added a return node, saved and then went back to the Interact BP and clicked on the Interface again, and it opened the instance for it.
I can't confirm that's the reason, because I've done it before when I've added the return node originally and it's done this same thing, and I've no idea how I eventually got into the instanced version.
Same thing happened and as mentioned, when I didn't skip the beginning part it magically worked!
@@Chaolice It's not 'skipping' he literally says "what you can do as well if you want" - and I don't want, I have no use for them currently. And as I said, I've done it both ways and still had the same thing happen, so that's not the full proof solution.
The problem is that you might have not compiled before closing the interface after creating it
Matt how do yoy make button only one time use and doot closes automatically
how do you add sound with it?
So are they getting rid of the engine input or not? they now use enhanced input.
can you show us how to make a level with stuff?
my object have 2 other door and I copied in event graph BP for other mesh but dosent work others
I have followed the tutorial but have ran into an issue, when i first imteract with my door it instantly opens with no animation but still plays the open animation when i hit interact again. How can i make the animation trigger on first press?
Thats very nice, but what if i want it WITH physics? so i press "e" it opens, and closed, but i also can push it to open with my body yk? how can i do This?
Why dont you create a series building a game from 0? Im having trouble connecting all your tutorials together XD
great tutorial, worked perfectly. super weird issue to have though, i made the first door and it worked great. copied and pasted the exact same door somewhere else in my level, and it does nothing when interacted with. any clue why the exact same blueprint, copied and pasted, would work in one instance and not the other?
did you remember to set the open/close times on the second copy?
my pivot point is at the center, how do I set it where I want to?
So I followed these steps, but my doors collision box is a hard boundary I Can't enter now - how do I get within the box?
i was doing fine with following along in the video, then i hit a snag. I watched your other video on how to move the pivot point of a SM and did that corectly. so i have a gate door with the pivot point moved and set bottom corner. but when i add it into the BP Class it seams to be in the middle it wont show up bottom corner even though in the the prodject
Using the SM_door from starter content works but when i use my own mesh it doesnt
Just a not as well my mesh is a few pieces merged together into one if that makes a diference
Finding the same issue. The end fix I think is to make the pivot more permanent in something like Blender then importing it.
@@rob99201 I agree about the blender thing. I think I fixed mine by adding a plane or object to the bottom corner of each door and then parrented the door to it and rotated the plane.
@@1979Beyond Interesting workaround!
@@rob99201 the only reason I did it was because I had already made the door in UE5 and didn't want to have to make it again in blender. Lol
Hi Matt! I followed this guide for a build I'm working on, but my doors don't have collision, as in I can walk straight through them when they're closed. Was that covered in this video and I just missed it, or was that not covered and I need to find something else to help with that? Thanks!
Did you find a solution? I have the same problem ^^'
You have to add a box collision under SM_Door and adjust it to the size of the door
Hello, does anyone have a problem where the door doesn't close all the way when hitting the E key? Mine stopped around -37 degree and I'm not sure how to troubleshoot this. Great tutorial overall!
is there anything I can really mess up? I made the door, it works. BUT: when I place the door blueprint into the level and then rotate it, the door stays put, but all the other objects (doorframe) in the blueprint rotate. Any ideas?
Please help! What did I miss?
Great tutorial. Just one problem. My door works and all that but its phase trough like I can walk trough it while its closed. Do you have any solution?
You have to add a box collision under SM_Door and adjust it to the size of the door
UE4.27. Im doing a sliding door, and want to code so that I can reuse the same code in other sized doors. Thus I have a Var to tell the delta-movement slide-distance. E.g. move 200 change in distance.
So why doesnt GetWorldLocation work? The X would be the zero point. Then I wanted to do its World X + my move distance (200). But after activation, it moves to a weird place. Doesnt move only + 100 units in X direction.
I also tried Get Relative Location (from Parent). Works better, but its location messes up after the close, it doesnt go back to the original X loc.
i'm sliding a door using Set Relative Transform... i had to break the pins apart a couple of times to get access to the sliding axis.
Would be better to interact with things by looking instead of a collision box. if for example there's multiple doors colliders next to the player he will open all of them if the interact key is pressed :/
Hey, is there a way to set up the logic so that, if let's say I use F to interact with the door, it opens away from me, but if I use Ctrl+f it opens towards me? I guess this is a general question about how to make hotkey variance alter or invert any given logic in a blueprint. Appreciate your tutorials man
There's a ctrl,alt,tab etc tick mark on the details panel of an input event you just have to tick it .
@@musicandlength Yah I'm aware of that, but my question is how to these variations in a blueprint in a good way. I've tried to use double lines of logic for each variation, one line for F and one for Ctrl+F, but the problem with that is that I can break the logic by spamming the keys. I wonder if there's a kind of gate node that allows for a smooth transition between the actions bound to F and ctrl F.
Works good, but how do you make it so you can only move through it when it’s open, for me, I can walk through it when it’s closed
When I press Play, the door is continuously opening and closing without any interaction, I can't seem to figure out why -- any ideas?
My interactions don't seem to be working, I am not sure why. I have added a breakpoints on the interaction but its not doing anything.
My interactions were based on trace by object and this created some issues with trigger boxes overlapping. Never truly fixed it though.
following the tutorial there appears to be some notable issues with relation to collisions when its moving (also, i did have to create a second collision box set to block all to get the door to, well, work like a door...). would appreciate some help with that
Is your character just going through the door?
@@dylanwillson4584 sort of. its something to do with the physics while standing still. it happens to boxes too. its as if there is some sort of optimisation to reduce the update frequency of idle physics objects but i've tried setting the "generate wake events" flag on the door and nada. it just sort of stutters as its trying to push the player while they are standing still yet when they are in (active) motion it updates smoothly. with boxes it doesn't even do that. they seem to update sporadically or not at all, clipping into the door mesh/collision box
Edit: its the PLAYER that stutters, not the door itself
Hey Matt, for me, it isnt working on my third door in the level? Can you explan me, why the same third copy isnttt working? I followed your tutorial exactly?
Oh man, i only forgot to set the time for opening and closing.... "lookinginshame".... But by the way, thanks for your superior Tutorials!!!!
for some reason i can't set the interactor to "self" in the thirdPersonCharacter Event Graph 🤔
you probably found the solution already but if you go to the 'interactinterface' and look beside interactor there's multiple 'actor' options you can select. make sure to select the right one (pay attention to the icon that show up in the video). cheers
Just like @sarcastic punch said. But make sure to press exactly on the option that the tutorial shows!
Is it possible to close the door with E? I can only open the door with E but can no longer close it?? And good tutorial 👍
as @billielynploof9317 posted: In the first branch of the interact script, link false to the Close Door node and that should fix it!
Why adding a NOT instead of switching the true or false ? Isn't that checking something another node for nothing ?
for some reason when the door is set to be closed at start of game when I go to open it for the first time it snaps to open and does the close animation.
then after that it all works as expected
I did everything the same but when I placed the door in the world I couldn't see the variable for time to open/close. 😢 Any help is appreciated!!
You must go to the variables and tick "instance editable"
when i try to walk through the door it doesnt let me
first
Min 5 "Self" doesn't connect to interact is invalid. Any solution? This is the 3rd open door tutorial failing me. By similar invalid actions, very frustrating
You can set the interactor in the interact interface as the physical player model, it worked for me and that's when I could use self (you do this in the side menu on the interact interface)
is it just me or I don't see the interact interface in the UE5
i made everything right but i cannot pin self to the interacts interactor section. in first person its not working dont waste your time by watching this like me
the full name is "Get a Reference to Self"
My interact interface is yellow then shows up with one red node, wtf?
It works but for some reason when I close the door, it doesn't close 100%, it leaves a little space and I can't close it completely again... anyone has some idea why this could happen?
Any fix on this issue? Currently experiencing the same thing.
You should do a ground pound tutorial, like how Mario does a ground pound in the air and hits the ground with force.
Awesome idea!
I followed your video, and the door work amazingly however, they would only open and close once, and i could no longer interact with them
Same here. Did you find a solution?
sadly no, the only thing i got it to do was open and immediately close, which wasnt actually bad, considering i am using doors for a horror game adds a level of panic to it, my suggestion try fiddling with the code and the timeline, there might be a setting or so that changed since this video was made,
imagine having to do all this just to open up the door to use the bathroom.
I've watched and double checked 5 times now and my door isn't working 😢
ngl my guy i watched this 4 times.. had to put it at 0.75 speed.. in your next vid please hover over commands before clicking them... give more time for people to follow along... other then that great learning tool keep it up 🥳
Grab the knob and pivot it at the hinges duhhh
Twenty minute video cut down to 5 seconds haha
This does not work in UE 5.3
It didnt worked for me :(
even openin door is so complex how the fuck I can make boss fight mehh.. Maybe I should first learn c++
i do everything he tells me to but some how my shit doesn't work 😮💨
this not helpful how someone know the keywords which is use in UE 5 blueprints
Creat vídeo
So basicly, its a same way u do it in ue4...
Door is no more closing at the end ^^ lol
Where is Door Frame ? XD
Haha I forgot about that - you can add in the static mesh separately to the door within the blueprint :)
any unity user sweating over how overly complicated everything is with blueprints on unreal? for the love of god...
How do i make it where you can't walk through the door when it's closed