The simplicity of how you referenced another object using that variable was a revelation to me. I thought you would have to "cast to b_door" to make it work . Thanks for the video!
Thank you for making this video! Ive been using activatable objects in the level ive been working on but ive been drawing a blank on how to make conditional activations requiring multiple items to be activated. Very helpful!
This is awesome, thanks! I wanted to make double sliding doors, so I found it a little tricky -- I made timelines for each half, going opposite directions, and then wasn't sure how to trigger both; I found out that you can use "Sequence" to have the outputs from each Branch go to each timeline's play and reverse, so you can trigger two doors at once. That way you only need one each for the activation and deactivation sections
Love your videos. Please make a tutorial on level optimization, especially how to purge all unused assets. My project has lots of assets from various marketplace packs and I don't want to break any references !!!
I noticed the value can go under 0 if you are quick with movements, so a good idea would be to clamp the active triggers, using 0 as the Min and the Needed switches value as the max. Can add a Text Render component rooted to the door mesh to debug/ visualise this. Just append the Active and Needed int values and put a slash in between, then set the text of the Text Rennder using this this return value :))
HI thanks , works in VR ,I got things back to front somehow ,will sort it out in the morning ,great tutorial esp the part where you say to click on the default scene root , that was tripping me by parenting things, such a small thing, was frustrating ....gg
Hello, thanks for the great video, although wanted to know if i wanted the door open for a longer time after pressing the switch what should I try this with. Do let me know thanks!
@BuildsGamesWithJon can you do a video for like say making it so players have to press a button to push a heavy cube... and it only goes in the direction the player is pushing from... with animations???
Hey I tried this and is working awesome, question is there a way to use an specific cube ? so for example 3 different cubes but only 1 of them work with the switch, I was trying to do that by setting up the cube for activating the switch but doesnt work sadly, any tips ?
How can we do correct shape detection switch? For example, player needs to bring the designtaed shape (cube or pyramid or other) and make door open only the correct shape has been place on the floor switch.
Okey nice but what if i want it to trigger only when a set weight is reached For example i need 100kg of weight befor it triggers this seems to be hard to find any info on
great and easy tutorial, thanks! I've noticed one bug though.. When door needs two button to be pressed I can put something on one button, like cube for example, and my character step on this exact same button then door will open also :D I don;t know if it's the general bug in this or I've done something wrong. If someone know the answer or know how to fix this I'd be greatful :)
Replaced to (Needed > Active) OR (Active == 0) on the End Overlap side. True will go to Reverse side on timeline for this. That solved the first part. Still counting player as second.
0:57 Damm, how every single tutorial creates an actor blue print, and they have in the ADD button a bunch of options, my add just have fell items like variable. lol after quite some time, if you also don't have the component part showing up in unreal 5.3, at the menu bar, click on WINDOWS, then check COMPONENT. I have no idea why the heck it is not enabled by default
You probably.. duplicated the default value of the variable "PressureSwitchesNeeded" and renamed it to "PressureSwitchesActive"... now both there values are 1.. To solve your problem: Set the default value of "PressureSwitchesActive" = 0 Set the default value of "PressureSwitchesNeeded" = 1 (minimum 1 or xx amount as needed)
You probably.. duplicated the default value of the variable "PressureSwitchesNeeded" and renamed it to "PressureSwitchesActive"... now both there values are 1.. To solve your problem: Set the default value of "PressureSwitchesActive" = 0 Set the default value of "PressureSwitchesNeeded" = 1 (minimum 1 or xx amount as needed)
So good! Very well structured and paced. I had to work on something super fast and your tutorial made me so much faster! Thanks!
The simplicity of how you referenced another object using that variable was a revelation to me. I thought you would have to "cast to b_door" to make it work
. Thanks for the video!
Thank you for making this video! Ive been using activatable objects in the level ive been working on but ive been drawing a blank on how to make conditional activations requiring multiple items to be activated. Very helpful!
Thank you so much, I didn't struggle at all following your tutorial and you explained everything so well!
Amazing video super easy to follow and easy to understand how everything works. Thank you!
Great video. Both simple and detailed.
This is awesome, thanks!
I wanted to make double sliding doors, so I found it a little tricky -- I made timelines for each half, going opposite directions, and then wasn't sure how to trigger both; I found out that you can use "Sequence" to have the outputs from each Branch go to each timeline's play and reverse, so you can trigger two doors at once. That way you only need one each for the activation and deactivation sections
Thanks for these bite sized game mechanics!!
Thanks a lot 💚 your video is very complete and very well explained! good job!
really great video, helped me a lot and i learned new things. thank you so much!!
Love your videos. Please make a tutorial on level optimization, especially how to purge all unused assets. My project has lots of assets from various marketplace packs and I don't want to break any references !!!
that was a great tutorial thank you so much
Will you continue doing the chaos series. I love them as you explain it great.
I noticed the value can go under 0 if you are quick with movements, so a good idea would be to clamp the active triggers, using 0 as the Min and the Needed switches value as the max. Can add a Text Render component rooted to the door mesh to debug/ visualise this. Just append the Active and Needed int values and put a slash in between, then set the text of the Text Rennder using this this return value :))
Awesome, thank you so much !!!!
ace tutorial. thank you
thank you for this
Very good Bro
Jon, will you continue to do RTS tutorial series?
HI thanks , works in VR ,I got things back to front somehow ,will sort it out in the morning ,great tutorial esp the part where you say to click on the default scene root , that was tripping me by parenting things, such a small thing, was frustrating ....gg
Hello, thanks for the great video, although wanted to know if i wanted the door open for a longer time after pressing the switch what should I try this with. Do let me know thanks!
TY!!!!! 💜💜💜💜💜
W tutoril Thank You So Much
Thanks!
Thank's ! Do you know how to close the door more slowly than the open one ? Than the player needs to be faster to past through the door.
Really cool tutorial, could you do it when a stone needs to be rotated a certain way for the door to open
Yes please!!! I also really need this
@BuildsGamesWithJon can you do a video for like say making it so players have to press a button to push a heavy cube... and it only goes in the direction the player is pushing from... with animations???
Hey I tried this and is working awesome, question is there a way to use an specific cube ? so for example 3 different cubes but only 1 of them work with the switch, I was trying to do that by setting up the cube for activating the switch but doesnt work sadly, any tips ?
How can we do correct shape detection switch? For example, player needs to bring the designtaed shape (cube or pyramid or other) and make door open only the correct shape has been place on the floor switch.
Would it be possible to do this without the switch just an overlap box?
13:00
When I want to select with the eye dropper on the map, it says that it is incompatible. How do I solve it? I can't create the reference.
Okey nice but what if i want it to trigger only when a set weight is reached
For example i need 100kg of weight befor it triggers this seems to be hard to find any info on
great and easy tutorial, thanks! I've noticed one bug though.. When door needs two button to be pressed I can put something on one button, like cube for example, and my character step on this exact same button then door will open also :D I don;t know if it's the general bug in this or I've done something wrong. If someone know the answer or know how to fix this I'd be greatful :)
I had a similar mistake. The mistake is in us! We didn't carefully repeat the lesson =)
When I stand on the switch and then put the item on then I walk off, it goes back as if the item is not there, aswell as counting as 2 switches
Replaced to (Needed > Active) OR (Active == 0) on the End Overlap side. True will go to Reverse side on timeline for this. That solved the first part. Still counting player as second.
12:46 that method seem like a fast interface , its better ?
In this case using the hard reference to the other actor is easier than an interface if that's what you mean.
0:57 Damm, how every single tutorial creates an actor blue print, and they have in the ADD button a bunch of options, my add just have fell items like variable.
lol after quite some time, if you also don't have the component part showing up in unreal 5.3, at the menu bar, click on WINDOWS, then check COMPONENT. I have no idea why the heck it is not enabled by default
I keep getting these Runtime errors. "Blueprint Runtime Error: "Accessed None trying to read property DoorToActivate". Node: Switch Deactivated Graph: EventGraph Function: Execute Ubergraph BP Pressure Plate Blueprint: BP_PressurePlate" Anyone know why?
can you send me the door and switch to me....a have not save it and i have sitting here in 6 hour
i dont know what im doing wrong but mine doesn't go back down
You probably.. duplicated the default value of the variable "PressureSwitchesNeeded" and renamed it to "PressureSwitchesActive"... now both there values are 1..
To solve your problem:
Set the default value of "PressureSwitchesActive" = 0
Set the default value of "PressureSwitchesNeeded" = 1 (minimum 1 or xx amount as needed)
my trigger fails to find my character and breaks the blueprint
my door dont go back down :
You probably.. duplicated the default value of the variable "PressureSwitchesNeeded" and renamed it to "PressureSwitchesActive"... now both there values are 1..
To solve your problem:
Set the default value of "PressureSwitchesActive" = 0
Set the default value of "PressureSwitchesNeeded" = 1 (minimum 1 or xx amount as needed)
@@jagdishsahu3935 Fixed! thank you!!
@@jagdishsahu3935is still not working 🥲 I did that and when I don't press the button it doesn't go down
@@jagdishsahu3935nothin I just fix it 😅I am dumb