Hey everyone, learn how to build a key and door system in Unreal Engine using blueprints. Let us know what game mechanic you'd like to see us recreate next!
Hi, I hope you doing well. I would like to see color matching minigame. I have dynamic color material that uses a track and cannot create a mechanic to match it with a character of specific color.
Hi Luke, thanks for the tutorial! As a challenge to myself I tried implementing this from scratch before watching your video and then comparing the results. I'm happy that I did it almost the same way you did! One little difference was that instead of keeping track in a variable of whether or not the character has the key, I decided to use actor tags. So on the key overlap event I add tag of "KeyForDoor1" to the interacting actor for example, and on the door I check if the actor has that tag on him. If true I open the door and remove the key. I did it this way because it gives us the flexibility of having different keys and different doors without having to add one variable for each different door, specially if I add configure the tags in a uproperty. Would you say this is a good solution, to use tags for such a system, or is there another better practice I am not aware of? Sorry if this is a silly question, I have just started this new hobby!
Hey Hiago, this is a really good way to learn. In terms of your solution, that's defintely a way to do it. I would say your solution is more scalable. In an ideal world we'd have an inventory system but your solution is great. Keep up the good work!
I don't know why, but I was unable to walk though the door, even with the door unlocked, so I had to set the collision of the door frame to "No Collision". Excellent tutorial!
When F is pressed you could get the distance between the player and the door, and then branch checking if the player is within whatever distance you want and the Has Key bool is set to true.
hi do you think it is possible to update this tutorial and make an ID key system ? like an array in our character variables that can collects our keys and when we got a key in our lvl and try to open a door, it will check if we have the right IDKey ?
Great video, helped me out a lot! Although for some reason when the door opens with the key, it won't let my character go through... might've messed up on something with the collisions?
how would u do this for multiple doors and keys? cos when adding the same door blueprint it uses the same 1 key to open them all and i dont want that, thanks in advance :)
I have a blueprint system set up so that when i walk into the collision box on the key i press E to pick it up so I don't want it to dissapear when I walk over it. Do I still cast it to the character blueprint?? I'm so confused
Hello, I’m new here and wanted to request a tutorial I can’t find anywhere. I’m searching a way to crave/mask blueprint texts into static mesh’s parent inside own blueprint. I only found ways to mask boxes or spheres but not font silhouettes or other texture shapes. Hope you could help.
What about team 1 gets a key that opens only that door. and team 2 gets a key that opens only a different one. Like I have 24 teams. Each team has a key but it only opens there home. For Fortnite. and only that team can get the key associated with there team. and only one person per team.
Hey everyone, learn how to build a key and door system in Unreal Engine using blueprints.
Let us know what game mechanic you'd like to see us recreate next!
Hi, I hope you doing well. I would like to see color matching minigame. I have dynamic color material that uses a track and cannot create a mechanic to match it with a character of specific color.
Please show multiplayer with different levels, where players can load into different levels in the same game, please.
Hi Luke, thanks for the tutorial!
As a challenge to myself I tried implementing this from scratch before watching your video and then comparing the results.
I'm happy that I did it almost the same way you did!
One little difference was that instead of keeping track in a variable of whether or not the character has the key, I decided to use actor tags. So on the key overlap event I add tag of "KeyForDoor1" to the interacting actor for example, and on the door I check if the actor has that tag on him. If true I open the door and remove the key. I did it this way because it gives us the flexibility of having different keys and different doors without having to add one variable for each different door, specially if I add configure the tags in a uproperty.
Would you say this is a good solution, to use tags for such a system, or is there another better practice I am not aware of? Sorry if this is a silly question, I have just started this new hobby!
Hey Hiago, this is a really good way to learn.
In terms of your solution, that's defintely a way to do it. I would say your solution is more scalable.
In an ideal world we'd have an inventory system but your solution is great.
Keep up the good work!
I don't know why, but I was unable to walk though the door, even with the door unlocked, so I had to set the collision of the door frame to "No Collision".
Excellent tutorial!
Maybe make a video on how to make a lockpicking minigame? (kinda like skyrim)
Sounds cool!
Thank you! I would like to know how to properly add the condition that when I am in the collision door, pressing the F key will open if I have the key
When F is pressed you could get the distance between the player and the door, and then branch checking if the player is within whatever distance you want and the Has Key bool is set to true.
@@VirtusEduthank you! 😊
Thank you very great !! Im from Austria
Thank you!
Hi sir I am learning many things from you thanks for your efforts.
Can you please help me with
Buying and select system using blueprints 😢
hi do you think it is possible to update this tutorial and make an ID key system ? like an array in our character variables that can collects our keys and when we got a key in our lvl and try to open a door, it will check if we have the right IDKey ?
please please make a crafting menu tutorial and a inventory with hotbat tutorial.
Hey whats up creators? Oh nothing much just me subbing to your channel ahahha
Hi are you going to do a tutorial on a endless runner on ue5?
Great video, helped me out a lot! Although for some reason when the door opens with the key, it won't let my character go through... might've messed up on something with the collisions?
Turn on collision view in the viewport to see if your collisions are covering the door when it opens, that'll help you narrow down the problem
just an update you need to plug one comonemet begin overlap box to play timeplay ot the door wont open
Hello, please tell me
how to stage a cut-scene, mp4, open the door with a key or insert an object and the lock will open
like in resident evil.
Hello, i would like to know if it in possible to create more maps, and male them interact and make them move as if it were a puzzle game
How can i make a functionality of that the play can grab multiple amount of keys at the same time?
thanks !!
Will you make tutorial on unity?
how would u do this for multiple doors and keys? cos when adding the same door blueprint it uses the same 1 key to open them all and i dont want that, thanks in advance :)
I have a blueprint system set up so that when i walk into the collision box on the key i press E to pick it up so I don't want it to dissapear when I walk over it.
Do I still cast it to the character blueprint?? I'm so confused
Hello, I’m new here and wanted to request a tutorial I can’t find anywhere. I’m searching a way to crave/mask blueprint texts into static mesh’s parent inside own blueprint. I only found ways to mask boxes or spheres but not font silhouettes or other texture shapes. Hope you could help.
Gonna need some more clarification on this, if you join our Discord server then our team will be able to help you with this problem further
4.25.3
What about team 1 gets a key that opens only that door. and team 2 gets a key that opens only a different one. Like I have 24 teams. Each team has a key but it only opens there home. For Fortnite. and only that team can get the key associated with there team. and only one person per team.