We literally spent 5 hours in class to open a damn door. Thank you very much for this tutorial, because I was very lost at class and you taught me how to open a damn door in 5 minutes instead of a whole afternoon
Thanks for this video. I had created a functioning door that closes automatically, but the blueprinting was needlessly complicated (I was using two separate timelines to handle opening and closing, for example, with the 'close' timeline being connected to the 'finished' output of the 'open' timeline). This is a MUCH simpler and more efficient method of implementing doors that open and close.
Please help me with something, the door is properly opening for me but in the actual game world the gate is a bit under the ground even though I placed it inside the door frame. Whenever I play the door always goes a bit under the floor. In my game world I have some elevations and ground level also, it is working properly on the ground level but on some elevated platform its going under the floor
Is there a way to make if so you have to also press a Keyboard key at the same time to open the door? I want it so the player needs to stand in front of the door but also left click to get the door to open.
I have a problem with the axis thingy in the door's viewport. I want it to be next to the door so that it can rotate properly, however when i put the door in the viewport the axis is not where it's supposed to be. Is there a way to manually move the axis thingy?
Ive been following the tutorial exactly, but whenever i import the blueprint it is only the box collider and the door is nowhere to be seen, why is this?
everything is working fine but for some reason the door itself has no collision the door frame does but the door doesn't even when i make a new uncoded door the door mesh doesnt have collision for some reason and when the door closes it doesnt go back 90 degrees comepletely for some reason it rotates like 85 degrees back
I wanted to put two doors beside each other to open like a mansion but the second door is opening towards me while the first door open from me how can i match them to open and close in same direction ?
Question. How do you take an objects pivot point and put it on the side? I took a cube mesh, and did all of this but it just makes it the mesh spin around the middle. How can I get the pivot point to shift? No downloaded door asset. Just a basic cube mesh. I'm trying to make a mesh in my scene window, and then put it in my content folder, but it's not working. What can I do?
As the other responder said, you need to make sure "BP_ThirdPersonCharacter" exists within your project. It will NOT exist if you're not in third person template. No matter what template you're in or what project you're working on, just cast to whatever the blueprint for your player character is called. If you make a blueprint for the player character that's called something like "BP_Player", for example, you would "Cast To BP_Player".
Hiya so my door opens from the middle and not from the side. I changed the pivot point to be on the side in maya but in unreal its still in the middle when i am in the blueprint. Need help pls🥲
Hi ithanks for this clear and nicely paced tut, wish more were like this congrats ; I wonder though , Ive been trying with no success- is there a way to get keyboard (U) presses node in there somehow, so player goes near door or for me steps on elevator, and only after pressing key , U, does mesh go in direction in BP's. Thanks!! Can't find this anywhere ;)))
You need to be in the Third Person template, which contains the 'BP_ThirdPersonCharacter'. Similarly, if you were in the First Person template, you would use 'Cast To BP_FirstPersonCharacter'. In your project, cast to whatever your player character's blueprint is named.
need help! Seems like the set relative location changes all the locations. Even tho i split them. For example, if i just change the x, z and y will set the location of the door im trying to move...
Then you need to put the pivot on the right or left side of the door. You can do this in the modeling mode and change in the pivot section. To enable modeling mode, go to the plugins section, and activate. Then after the engine restart, press shift+5 to enter modeling mode.
Hey I love the video can you do one for double doors like a left and a right? NM update i have done it myself also starting my own YT channel where i will give project files and bps for free
We literally spent 5 hours in class to open a damn door.
Thank you very much for this tutorial, because I was very lost at class and you taught me how to open a damn door in 5 minutes instead of a whole afternoon
That's school for ya, never expect school to teach you a software, seriously..
me too!!!!
Thanks for the tutorial. Despite it being 2 years old, it worked without issues, and all of this in under 5 minutes. You rock.
Thanks for this video. I had created a functioning door that closes automatically, but the blueprinting was needlessly complicated (I was using two separate timelines to handle opening and closing, for example, with the 'close' timeline being connected to the 'finished' output of the 'open' timeline). This is a MUCH simpler and more efficient method of implementing doors that open and close.
Thank you so much it took me awhile to find a proper video
Please help me with something, the door is properly opening for me but in the actual game world the gate is a bit under the ground even though I placed it inside the door frame. Whenever I play the door always goes a bit under the floor. In my game world I have some elevations and ground level also, it is working properly on the ground level but on some elevated platform its going under the floor
How do you make it so that you press E on your keyboard to open the door?
I have to do advance level of blueprint
You need to use a line trace to activate objects in that manner.
Thank you so much!! I've been trying so many tutorials on opening a door, and this video helped a lot and was successful! Thank you :)
Great! :D
Very good mate. Congratulations for the tutorial.
Is there a way to make if so you have to also press a Keyboard key at the same time to open the door? I want it so the player needs to stand in front of the door but also left click to get the door to open.
thanks !! love the way you go step by step and not miss anything.
hey i tried to do it with first person and it didnt work... do you know what it could be?
same issue
I have a problem with the axis thingy in the door's viewport. I want it to be next to the door so that it can rotate properly, however when i put the door in the viewport the axis is not where it's supposed to be. Is there a way to manually move the axis thingy?
Ive been following the tutorial exactly, but whenever i import the blueprint it is only the box collider and the door is nowhere to be seen, why is this?
Thank so much
This was perfect. Tutorial thanks but when I put the door on my landscape which has hills around on it door won’t open but it does when it’s not
How can I change pivot of object in BP Viewport editor
Liked and subscribed! Perfect!
Thx!
So, I could not find cast to third person, I went to the third person blueprint and left click and found it just, cut and paste in the door blueprint.
How do I change the axis point, I cant get the axis point to match the edge of the door
everything is working fine but for some reason the door itself has no collision the door frame does but the door doesn't even when i make a new uncoded door the door mesh doesnt have collision for some reason and when the door closes it doesnt go back 90 degrees comepletely for some reason it rotates like 85 degrees back
how do you get that door i was looking but i can not find that door or door frame
I wanted to put two doors beside each other to open like a mansion but the second door is opening towards me while the first door open from me how can i match them to open and close in same direction ?
Set the rotation of each door seperately :)
set the other door to -90 instead
Hello! I managed to make a floor trap with your tutorial! Thanks so much!!
hello. i repeated what all you do but my door doesn't close exactly, it stops when 45degree.
How can i make it so that the door opens when you press a button and also closes when you press a button instead of automatically opening?
Soon i will create a tutorial about 'blueprint communications'. Make sure to watch that one :)
Question. How do you take an objects pivot point and put it on the side? I took a cube mesh, and did all of this but it just makes it the mesh spin around the middle. How can I get the pivot point to shift? No downloaded door asset. Just a basic cube mesh. I'm trying to make a mesh in my scene window, and then put it in my content folder, but it's not working. What can I do?
I have the same question
click on modelling mode > Transform > Pivot. Now you can set the pivot to any location on the selected mesh/Model.
@@maosoan907 click on modelling mode > Transform > Pivot. Now you can set the pivot to any location on the selected mesh/Model.
How could we do this in a way that the Player presses a Key to open the door? I'm thinking between the lines of "Is(Action)Key Pressed"...
the cast to third person is not showing up
I cant find the cast to third person, is there something I need to enable somewhere?
are you using first person or third person perspective, people usually get that mixed up
As the other responder said, you need to make sure "BP_ThirdPersonCharacter" exists within your project. It will NOT exist if you're not in third person template. No matter what template you're in or what project you're working on, just cast to whatever the blueprint for your player character is called. If you make a blueprint for the player character that's called something like "BP_Player", for example, you would "Cast To BP_Player".
Thansks, but there are problems when the player is in the middle of closing the door, collision is strange when the player is without movement
Thank-you a lot sir you just saved me 3 business days lol
This is very very helpful. Thanks for your short Tut.
Thx!
Yes but, what happens when you rotate the door for an entrance 90 degrees from it. It seems to break.
how do you make it turn both ways
everything is new for a beginner, thank you for your help🥴😵💫👍
Great tutorial! Thank you. I now have triggered conditions and actions :)
Nice ;)
I always have to come back to videos like this because I forgot a few of the steps.
Hiya so my door opens from the middle and not from the side. I changed the pivot point to be on the side in maya but in unreal its still in the middle when i am in the blueprint. Need help pls🥲
Hi ithanks for this clear and nicely paced tut, wish more were like this congrats ; I wonder though , Ive been trying with no success- is there a way to get keyboard (U) presses node in there somehow, so player goes near door or for me steps on elevator, and only after pressing key , U, does mesh go in direction in BP's. Thanks!! Can't find this anywhere ;)))
Thx! This might help out: ua-cam.com/video/YMbWSwvl1Xk/v-deo.html
Cast to third person character does not exist in my ue5.02
You need to be in the Third Person template, which contains the 'BP_ThirdPersonCharacter'. Similarly, if you were in the First Person template, you would use 'Cast To BP_FirstPersonCharacter'. In your project, cast to whatever your player character's blueprint is named.
how about a folding door? same approach ?
yeaa what about a folding door?
@@glenn3646 i know its a bit late but use set relative location instead
@@HHondi it never to late mate
On component begin overlap is not there in my unreal project what should I do
Make sure the right component is selected, you should see it in the details panel then
need help! Seems like the set relative location changes all the locations. Even tho i split them. For example, if i just change the x, z and y will set the location of the door im trying to move...
Make sure the right pins and correct nodes are linked up. Best to try again, follow step by step
I can't find Thirdpersoncharacter Only BP_thirdpersoncharacter... so I don't work...plz help me
You can create a new project, select game and choose third person or first person to start with. Or use the blueprint of your current character
this is so helpful! thank you so much :)
Thx!
Thank you for this video! Finally i can make automatic doors without losing hours 😂
Hey,
For some reason i don't have the multiply node in unreal engine 4. How is it even possible?? Ty
Check if you are in the right place. Multiply is used for the material editor.
thank you so much this video is very usefull to me
1:33 why i dont have these buttons?
probably different version
@@HHondi wow you are so not late
thanks a lot dude for this tutorial,btw can you make the button version like "if we press "F" makes the door open"
Check out my light switch tutorial, same proces in that video ;)
Thank you sooo much I’m working on a horror/mystery game and this helped a lot 🙏
exactly what i wanted. for your next video add a second door. 2 winged opening/closing :-)
Thx! This is achievable by duplicating & changing the angle of the doors :)
@@BuvesaGameDevelopment yes and no. The rotation from the duplicate starts than at -180 so you have to add „math“ :-)
I have more than 50 different types of doors in my project. What method would be best to make them opening while interacting with the player?!
In this case i would look into blueprint communications (blueprint messages). Epic Games also have great tutorials on them.
what did you mean, set this to collision, its not clear what you did. ?
whenever your player comes in contact with the collision box it reacts and makes the door open.
can you do when you press a key on the keyboard the door opens
Yes, apply same principle as in this video: ua-cam.com/video/YMbWSwvl1Xk/v-deo.html
third person casting isn't available for me
How to add a button to open the door?
This might help: ua-cam.com/video/YMbWSwvl1Xk/v-deo.html
Thank you so much you are the greatest to me
Thank you so much 😁
My doors spinning, how to fix it?
for the multiply part set it to 1 instead of 90. for me this fixed it cause my door was also spinning
dude all fine but my door rotates around its center not around the way i want it
Then you need to put the pivot on the right or left side of the door. You can do this in the modeling mode and change in the pivot section. To enable modeling mode, go to the plugins section, and activate. Then after the engine restart, press shift+5 to enter modeling mode.
@@nexttestpro6590you’re a literal life saver tysm
Great, thank you.
THANKS SO MUCH OMGGGGGGGGGGGG
Hey I love the video can you do one for double doors like a left and a right? NM update i have done it myself also starting my own YT channel where i will give project files and bps for free
Thank you for this. I know I'm late. Only thing is that it won't close
the door doesnt multiactivate
thx now i kown how to make a door
super cooool
Thank you
great video
i am the 400ste liker!!
thank you
большое спасибо
Can you make tutorial “how to create circular album” ? We will be happy!
👍
thank you so much