Tip: As your using a different camera for inside the wardrobe it looks cool if you apply a dirt mask to the lens, it gives it that feeling of hiding in a dusty closet.
A very nice horror mechanic. Glad to see you do this tutorial, I haven't see this done yet. In less then 30 mins that's even better you're awesome thanks for this. You're my Dude Matt, just keep doing what you're doing.
One issue i have with this is, jumping then entering sends you under the map upon exiting the locker sadly im unsure on how to add anything like a ground check into the blueprint but will work on this sometime maybe, but i do have an idea disregarding that, i wanted the door to stay open just a slight tad... so i made the timeline with 4 points, 90 degree angle to the right, straight for a few blocks and then another 90 degree down , this makes the door halt just for a short amount of time and its beautiful, apart from the error im facing im loving it, thanks Matt
@@day3designs also inside the locker if you maintain space pressed the locker camera will snap crazy to a specific angle inside the locker :) if anyone has a fix would be much helpful
Very good tutorial, got it all working. But I followed your footstep tutorial as well, and if I'm walking while I press the hide button, my character keep making footstep sounds while hiding. I've tried so many options but can't figure out how to get them to stop. e: Figured it out, just needed to add a 'Stop Movement Immediately' node after 'InputAction Hide' and make the Char REF the target.
your tutorials are so clear and helpful! I've just run into the issue though where whenever I enter the collision box for the locker, i can no longer move my mouse? even before pressing the interact key, The character can still move but for some reason the mouse is locked in the same orientation until the player controller leaves the collision area. Does anyone else have this issue?
If you implement an Interact interface or ANY functionality that relies on sphere or line tracing and collision, do NOT disable the player collision as it WILL break those mechanics. The way I fixed this is by adding an AI Perception Stimuli Source to my player character, then register and unregister as needed. Finally, I simply added a ton of HP to my player while in the locker so if any enemies or projectiles hit my player, the player doesn't die. Then when exiting the locker, just reset the hp back to normal.
Hi Matt I have completed this tutorial and it works. But I got an issue, I do this one third person gamemode. When I finish hiding and press H once more, my character is rooted to the spot in front of the locker and can no longer move. All the animations like roll or idle stance is working but the only thing is that they are performed at the rooted location. Please help!
please help i don't know why but the player camera snaps to the middle of the player's character after he leaves the locker and i don't know what to do ?
Great video! I was wondering if you or someone could help me figure out why my mouse movement interferes with the entering & exiting rotation of the player using the locker?
Hello mat, ik you anit replying this, but i have a problem: when im in the locker, if i press jump inside the locker, when i get out i get launched to the outbounds of the map (down direction) is there anyway to fix this/disable jump during im in the locker? if you reply i would be happy :)
Holy shit you actually did it! I remember you helping me with a question months ago, now I find exactly what I'm looking for. Well, I did find a way to do it myself, since it isn't the same thing as yours, buy this will surely remove all that mess I made. I currently can't work on it, but I certainly hope this is what I've always been looking for
That's great to hear mate, glad you got it yourself and now also have something to compare the code too! Nice work mate, thanks for being round for so long too :)
@@MattAspland well, my code is pretty terrible, but I guess it works good enough. The problem is that for it I used some kind of first person cutscene, so both the camera and arms are animated when entering. doing so became a mess, using sequencer instead of the character himself. Because of this, I don't know if I'll be able to make the locker "repeatable", something that you can copy and paste and it still works
@@HermaniVar1 Ah right yeah, well that sounds good. I suppose a simple alternative, would be to maybe just play the animation on the player and locker, and then disable the player's movement so they can't mess up the look of it. I suppose it wouldn't look as good as a sequencer, but might be more functional. Best way to know is to mess about with it and find what works best!
@@MattAspland I'm still working on it, but I'm almost done. I ended up placing a sequencer INSIDE the locker's blueprint (I didn't know I could do it), so now I have the full animation with the player opening the locker and closing himself in. I'm still trying to fix a few things, such as the sequence not always playing for some reason, but it's coming along as I always wanted it to. Thanks a lot for the video, it ended up being EXACTLY what I needed since I started the project, you helped me A LOT! Thanks
@@HermaniVar1 That's amazing mate! That sounds great, and getting better and more efficient by the day, nice work! Happy to help in the end, and glad you can also get this done in your own rights and learn it all too, that's a great thing to be able to do! All the best mate, good luck! :)
when im hiding while im running or sprint, the footstep sound still play, how to disable it, AI can hearing my footstep and he's not get away from the locker, i can't get out 😭 help me plss
I currently have this about 95% implemented. The AI will initially ignore me while I'm hiding and the camera/locker logic operates smoothly. However, I keep running into the following behavior. If the AI sees me outside of the locker, I can no longer hide from it. Even if I run away long enough for it to stop chasing me and move along its behavior tree. For some reason if it comes across the locker I'm hiding in, it will always detect me and just wait outside of the locker. Has anyone run into this issue?
I'm using the AI in Ryan Laley's tutorial and it won't go away when the player hides. How do i fix this? Edit: in UE5, there is no inputaxis lookup node, what is the alternative
An amazing tutorial, I implimented it in my game and it works so well. Is there a way so that the AI cannot see me when I'm in the locker because currently the AI can catch me even when I'm inside the locker and it resets the game.
If you are faced with the problem that when you press the button, the door starts to open and close very quickly, then just DO NOT use the Lerp, but connect the Door Track to Yaw and everything will work
very helpful video but when I once enter the locker I can't use or see my items from the inventory after getting out of the locker, how can I solve this?
I think it's because you take control of the camera, you basically became the camera and your camera doesn't have inventory so maybe either find a way to access your player's inventory while controlling the camera or find a different way to do this hiding thing. There is another tutorial from gorka that uses teleport to hide, it's called 'How to Make a Horror Game in Unreal Engine 5 - Full Beginner Course', which would mean you stay your character. It's doesn't have the animation part where it seems you go into the hiding space but i'm trying to find a way to do that right now, probably with a cinematic animation or something.
I followed your tutorial and my player character is going inside the lockerand hiding but as i am using Ai perception i am getting caught by AI. How to Fix this??
Step by step:@@andreisolo 1. Create an event for your interaction button, then create a branch leading from that 2. Create the bool for "IsHiding?" then link that to a "not boolean" 3. Off of that branch, drag and drop the "ishiding?" bool to the true exec 4. drag and drop another "IsHiding?" bool to false 5. now from there, drag the exec of true bool and do "set actor hidden in game" 6. Click "new hidden" 7. Drag from the hidden exec and creat "set actor enable collision" 8. Do not check this 9. Drag another exec and create another "set actor hidden in game" 10. Click new hidden 11. Do the same for the false bool, but set the opposite settings as you did for the true bool. 12. Once youve done this, create a "get player controller in the middle, and link these to the first actor hidden up to, and the enable actor collision up top, and do the same for the bottom first actor hidden, and the same for actor collision. 13. now drag off of the two hidden functions on the end and create "Set view target with blend" (make two of these, one for the top and one for the bottom) 14. Now off of the top set view target with blend, select the new view target to be self and the target to be the original get player controller 15. Off of the second view target with blend, select the target to be get player controller, and set the new view target to "Get player pawn" as this will set it back to the pawn camera instead of having it set to the ai viewing you. 16. Then from there, drag the get player pawn return value and put it onto the "Set actor hidden" on the end of the train. This should fix your issue.
If I am jumping as I press LMB to enter the locker, as I press LMB to exit I fall through the floor and out of the level. Any ideas on how to fix this?
Also how can I disable my headbob code/footsteps that are in my firstpersonbp when getting in the locker? How can I disable my mouse input too as when I get in the locker the mouse does not work which is what I want I just want it static. But if you move ur mouse while in the locker it will cause the camera to go crazy when coming out of the locker.
I have done all the correct steps, but when it comes to getting in the locker, the AI has to be looking at me in order for me to actually get in the locker any help>
Fixed issue with a bunch more confusing booleans, but got it to work finally. Anyways, now, the lerp and timeline isnt working for me. Well, it does, so it opens and closes, but it's like theres a copy of the door still here when it moves, anyone know any solves?
Bro, Bro, Bro! Can you help me again? I so need in this mechanic: In Many games (for example, in Valorant) you can place objects in space and they can Automatically move on, or move down (if this objects see obstacles) and when you press Button - this object will be spawn on place, where it was placed (hope you understand, if not, watch gameplay of Valorant character "Killjoy" and you will be see the abilities (for example: Turrets) which first of all we need to place it, and then on pressed button this turret will be spawn on this place. And how we can rotate this objects
@@iiior605 do a raycast docs.unrealengine.com/en-US/InteractiveExperiences/Tracing/Overview/index.html read this. from what i understand, you should be able to get the position by breaking the hit result. so you have to: 1. spawn in an object from a class that looks like the object you want to place(or has the same model with different materials). 2. shoot a raycast from a z-position higher than any obstacle you'd want to place ye think. 3. break the hit resuluts of that cast. 4. set the location of the object you use to tell the players where they'd spawn their "thing" 5. then spawn the Object you want to spawn at the same location if the player presses some button. I cant tell you the exact blueprint architecture you'd need, only the logic.
Great suggestion, and thank you so much for providing the great information Sir Vival! I can make a video on it still if you'd like a visual explanation, but of course this is great too! Thanks guys :)
I have a problem. When I get in front of the locker and move my viewpoint, the viewpoint is strange. And when I enter the locker, the viewpoint is strange as well. I think that Axis-LookUp and Axis-Turn are doing something wrong. I would like to see your settings for LookUp and Turn... or can someone fix this strange phenomenon? ;;
Upon further investigation, it appears that the Axis system is UE5.1 with EnhancedInput I'm not sure if the Axis system was changed in UE5.1 to be configured here instead of EnhancedInput...
Fix:First, create IA_Look and IA_Turn in InputAction, select Axis2D for ValueType in the settings for IA_Look, and select Axis3D for IA_Turn. Next, replace AxisLookUp and AxisTurn on the video respectively. (AxisLookUp→IA_Look、AxisTurn→IA_Turn) Then, place the cursor over the ActionValue in each column, right-click, SplitPin, and connect the Y-axis as shown in the video, do the same for IA_Turn, and connect the X-axis as shown in the video. This worked perfectly for me!
The player keeps moving when I press hide while simultaneously walking towards it. I found this problem because I have footstep SFX on my player character connected to the animations and I can hear my player walking. I cannot seem to find a way to stop player movement upon hidden in the locker in any way or form (I'm a noob too so that doesn't help either). Can you please help me?
@@cyanwaffles I've tried countless things, nothing on the internet was able to help me as well. I had an almost working code where I simply changed the player controller to the locker. You basically became the locker. But then I had an issue with the AI being able to see me in the locker, which I didn't fix as well. I ended up abandoning Unreal, it was fun for a while
@@hazyb511 This might have to do with not setting up the 'set player hidden in game' toggle. Another thing that could work is to just set up perception on the ai, teleporting your character inside and let the walls do their work. Haven't tried it yet but since my setup is completely different from the tutorial i think that will be how i will solve this issue. Basically world transform in and out while invisible so the camera switch still gives the illusion of an animation playing to get in.
So I followed the entire stuff but as soon as I press my button to interact with my locker, nothing happen. Although everything is compiled and is identical to what you've done What happened and how could I fix it, I rewatched your video but didn't found anything.
If I am jumping as I press LMB to enter the locker, as I press LMB to exit I fall through the floor and out of the level. Any ideas on how to fix this? Helppp please!!!!!!!!!!
Everything else is working well, but went entering the locker, the camera movement is really weird, only from upper left corner to lower right corner and is very weird and shakey- I followed everything :P
It's likely that you copy-pasted codes from the inputAxis-look up to the inputAxis-turn without changing some variables. Making sure that you are calling variable Yaw instead of Pitch, it might fix your shakey camera.
bro im working in a 3rd person game . can you give me a solution to this - think we are in 3rd person mode . when we want to hide in the locker we should turn in to 1st person mode . can you make a small video about it
You can still switch from your third person camera to the camera inside the locker. It won't be as smooth, but by switching to the camera he created, you are essentially in first person mode.
This works great! Thank you. One question - I am trying this in third person mode, and it works, but the transition isn't very smooth. With the blend time of .8, the camera ends up clipping through the door as it animates, and a smaller value of .4 makes it less noticeable, but still can end up with some odd behavior depending on the angle of the camera. Maybe it's a matter of looking up a tutorial that gets more into more details on camera blending in third person?
On the off chance anybody sees this.. I have this problem of my input not working anymore after i use any of the WASD keys inside the locker. Anybody got an idea of why this is happening? Edit: actually i got an idea 2 seconds after i posted this; i disabled the movement in the toggle hide function when hiding and then when unhiding i add movement mode walking and it seems to be working properly now ^^ .
Hey man, firstly thank you! Secondly, could you give me an example of what that is and does? I haven't played fortnite lol and the wiki just says about it being a story thing :)
@@MattAspland look at this is the zero point and I have the 3d model , I just don't know how to import the textures :c Watch this video , this is the zero point: ua-cam.com/video/By0MsUcqujI/v-deo.html
@@fallguysfangamebyalexander4431 Hey, sorry if I still don't understand, but what kind of mechanic would you be looking to create? Or is it just importing the model and textures into unreal?
Yep this will still work for third person as well. However the camera will go first person into the locker, however it will be third for the character when outside of the locker :)
Hey, this should still work similarly, just swap out the buttons to mobile buttons and how you control the movement via touch, which I believe should be in the blueprints already. Just swap the action and axis inputs :)
i have a problem, i can get in but i cant get out. i have watched the tutorial plenty of times but i still cant find the issue. Does anyone here have a solution? EDIT: I fixed it ;D
Tip: As your using a different camera for inside the wardrobe it looks cool if you apply a dirt mask to the lens, it gives it that feeling of hiding in a dusty closet.
That's a great idea Simon! Nice work, adds that extra level of realism and detail!
thanks for the idea :)
A very nice horror mechanic. Glad to see you do this tutorial, I haven't see this done yet. In less then 30 mins that's even better you're awesome thanks for this. You're my Dude Matt, just keep doing what you're doing.
Thanks Russel, happy to provide! I love horror content so thought this would be a nice one! I appreciate it :)
Just wanted to say, your horror core tutorials are helping me A LOT right now, so thank you so much!
One issue i have with this is, jumping then entering sends you under the map upon exiting the locker sadly im unsure on how to add anything like a ground check into the blueprint but will work on this sometime maybe, but i do have an idea disregarding that, i wanted the door to stay open just a slight tad... so i made the timeline with 4 points, 90 degree angle to the right, straight for a few blocks and then another 90 degree down , this makes the door halt just for a short amount of time and its beautiful, apart from the error im facing im loving it, thanks Matt
Also while entering u can move with mouse like crazy, sadly one more thing.. the direction of entering you can be facing away and it would still hide
Have you found a fix for this? I am facing a similar issue of my character clipping through the floor when you jump and hide simultaneously
@@day3designs also inside the locker if you maintain space pressed the locker camera will snap crazy to a specific angle inside the locker
:) if anyone has a fix would be much helpful
Epic! You have tutorials on almost all of different mechanics that games have (hiding in lockers, under beds, etc). Amazing quality content!👍
Thank you so much mate, so happy to hear that you like it :)
Very good tutorial, got it all working. But I followed your footstep tutorial as well, and if I'm walking while I press the hide button, my character keep making footstep sounds while hiding. I've tried so many options but can't figure out how to get them to stop.
e: Figured it out, just needed to add a 'Stop Movement Immediately' node after 'InputAction Hide' and make the Char REF the target.
Cheers m8
another gem. i always find a way to use your cool stuf. we now hide in recycled clothes bins. and others!
We all talked about Matt hopefully doing this video yesterday, and look at this, we got it already! Nice! Thanks Matt!
Thanks Pat, happy to provide content from amazing ideas like this one!
Wow. You've practically laid out an entire hide and seek game. Amazing!
Thanks a bunch Steve! Always a good fun mechanic :)
Hey Matt, can you do a video about enemy finding you in the lockers? Please.
your tutorials are so clear and helpful!
I've just run into the issue though where whenever I enter the collision box for the locker, i can no longer move my mouse? even before pressing the interact key, The character can still move but for some reason the mouse is locked in the same orientation until the player controller leaves the collision area. Does anyone else have this issue?
If you implement an Interact interface or ANY functionality that relies on sphere or line tracing and collision, do NOT disable the player collision as it WILL break those mechanics. The way I fixed this is by adding an AI Perception Stimuli Source to my player character, then register and unregister as needed. Finally, I simply added a ton of HP to my player while in the locker so if any enemies or projectiles hit my player, the player doesn't die. Then when exiting the locker, just reset the hp back to normal.
YOUR A LIFE SAVERR, I’m creating a horror game I planned like 4 days ago, and u helped soo much with that one video that u did yesterday too.
That's amazing to hear man! So happy to help out! Good luck with your game :)
the enemy Ai still caches me in the locker. I need help here. Pls respond
Hi Matt I have completed this tutorial and it works. But I got an issue, I do this one third person gamemode. When I finish hiding and press H once more, my character is rooted to the spot in front of the locker and can no longer move. All the animations like roll or idle stance is working but the only thing is that they are performed at the rooted location. Please help!
please help i don't know why but the player camera snaps to the middle of the player's character after he leaves the locker and i don't know what to do ?
Great video! I was wondering if you or someone could help me figure out why my mouse movement interferes with the entering & exiting rotation of the player using the locker?
I literally build this last night based upon the hide under bed tutorial lol ... However I didn't have the moving door down so nice!
Ha great, glad you managed to do it already and now improved on it! Nice work :)
Hello mat, ik you anit replying this, but i have a problem:
when im in the locker, if i press jump inside the locker, when i get out i get launched to the outbounds of the map (down direction)
is there anyway to fix this/disable jump during im in the locker? if you reply i would be happy :)
Now that's what I like to see 😎 welldone man
Great man, thank you! :)
It's perfect but I have a problem, when there is more than one, it only goes into the first one and not the other one.
Thank you i needed this now for my Fan Game. :O You are the best please more. :DDDD
That's amazing bro! Thank you!! Good luck with your game :)
@@MattAspland thank you so much :D
Pffffff Week Games, what are you doing here? haha lol
Holy shit you actually did it! I remember you helping me with a question months ago, now I find exactly what I'm looking for. Well, I did find a way to do it myself, since it isn't the same thing as yours, buy this will surely remove all that mess I made. I currently can't work on it, but I certainly hope this is what I've always been looking for
That's great to hear mate, glad you got it yourself and now also have something to compare the code too! Nice work mate, thanks for being round for so long too :)
@@MattAspland well, my code is pretty terrible, but I guess it works good enough. The problem is that for it I used some kind of first person cutscene, so both the camera and arms are animated when entering. doing so became a mess, using sequencer instead of the character himself. Because of this, I don't know if I'll be able to make the locker "repeatable", something that you can copy and paste and it still works
@@HermaniVar1 Ah right yeah, well that sounds good. I suppose a simple alternative, would be to maybe just play the animation on the player and locker, and then disable the player's movement so they can't mess up the look of it. I suppose it wouldn't look as good as a sequencer, but might be more functional. Best way to know is to mess about with it and find what works best!
@@MattAspland I'm still working on it, but I'm almost done. I ended up placing a sequencer INSIDE the locker's blueprint (I didn't know I could do it), so now I have the full animation with the player opening the locker and closing himself in. I'm still trying to fix a few things, such as the sequence not always playing for some reason, but it's coming along as I always wanted it to. Thanks a lot for the video, it ended up being EXACTLY what I needed since I started the project, you helped me A LOT! Thanks
@@HermaniVar1 That's amazing mate! That sounds great, and getting better and more efficient by the day, nice work! Happy to help in the end, and glad you can also get this done in your own rights and learn it all too, that's a great thing to be able to do! All the best mate, good luck! :)
really good! Helped me a lot
That's great to hear man! Cheers :)
when im hiding while im running or sprint, the footstep sound still play, how to disable it, AI can hearing my footstep and he's not get away from the locker, i can't get out 😭
help me plss
I currently have this about 95% implemented. The AI will initially ignore me while I'm hiding and the camera/locker logic operates smoothly. However, I keep running into the following behavior. If the AI sees me outside of the locker, I can no longer hide from it. Even if I run away long enough for it to stop chasing me and move along its behavior tree. For some reason if it comes across the locker I'm hiding in, it will always detect me and just wait outside of the locker. Has anyone run into this issue?
Same, how did you fix it?
use ai perception instead of pawn sensing@@lottie5847
I'm using the AI in Ryan Laley's tutorial and it won't go away when the player hides. How do i fix this?
Edit: in UE5, there is no inputaxis lookup node, what is the alternative
I love you videos but im slow..
Im getting an error for the Pitch because the Exec pin is nit connected for the "Set Pitch" node.
An amazing tutorial, I implimented it in my game and it works so well. Is there a way so that the AI cannot see me when I'm in the locker because currently the AI can catch me even when I'm inside the locker and it resets the game.
Did you find a fix ??
Hey its working?
You need to tick 'new hidden' on set actor hidden in game in the toggle hide function.
If you are faced with the problem that when you press the button, the door starts to open and close very quickly, then just DO NOT use the Lerp, but connect the Door Track to Yaw and everything will work
I'm using UE 5.1 and i dont see the InputAxis LookUp at 18:39 is there something new for this in ue5 ? please help
Fix: You just use the new enhanced input axis you have created for looking around and spit it into X and Y axis
Nice video ...... It will help me alot in my project 😀
Thanks man, glad to hear it :)
thx you are a legend
God, thank you brother! 👑👑👑
Always a pleasure dude!
lmao I used to hide in lockers back in the days when I was in high school 🤣
Hahaha I can imagine seeing that at school lol
pro trick: you can watch series at flixzone. Me and my gf have been using them for watching lots of of movies these days.
@Pierce Alec yea, have been using Flixzone} for years myself =)
very helpful video but when I once enter the locker I can't use or see my items from the inventory after getting out of the locker, how can I solve this?
I think it's because you take control of the camera, you basically became the camera and your camera doesn't have inventory so maybe either find a way to access your player's inventory while controlling the camera or find a different way to do this hiding thing. There is another tutorial from gorka that uses teleport to hide, it's called 'How to Make a Horror Game in Unreal Engine 5 - Full Beginner Course', which would mean you stay your character. It's doesn't have the animation part where it seems you go into the hiding space but i'm trying to find a way to do that right now, probably with a cinematic animation or something.
I followed your tutorial and my player character is going inside the lockerand hiding but as i am using Ai perception i am getting caught by AI. How to Fix this??
Same problem
I know how to fix
Step by step:@@andreisolo
1. Create an event for your interaction button, then create a branch leading from that
2. Create the bool for "IsHiding?" then link that to a "not boolean"
3. Off of that branch, drag and drop the "ishiding?" bool to the true exec
4. drag and drop another "IsHiding?" bool to false
5. now from there, drag the exec of true bool and do "set actor hidden in game"
6. Click "new hidden"
7. Drag from the hidden exec and creat "set actor enable collision"
8. Do not check this
9. Drag another exec and create another "set actor hidden in game"
10. Click new hidden
11. Do the same for the false bool, but set the opposite settings as you did for the true bool.
12. Once youve done this, create a "get player controller in the middle, and link these to the first actor hidden up to, and the enable actor collision up top, and do the same for the bottom first actor hidden, and the same for actor collision.
13. now drag off of the two hidden functions on the end and create "Set view target with blend" (make two of these, one for the top and one for the bottom)
14. Now off of the top set view target with blend, select the new view target to be self
and the target to be the original get player controller
15. Off of the second view target with blend, select the target to be get player controller, and set the new view target to "Get player pawn" as this will set it back to the pawn camera instead of having it set to the ai viewing you.
16. Then from there, drag the get player pawn return value and put it onto the "Set actor hidden" on the end of the train.
This should fix your issue.
@@Mayonetic how man pls
The sensitivity of the mouse changes when entering a box collision. how to fix?
when i get out from the locker for some reason i cant move and if i jump it throws me out of the map
If I am jumping as I press LMB to enter the locker, as I press LMB to exit I fall through the floor and out of the level. Any ideas on how to fix this?
bro did u get it fix?????
it would be gr8 help !!
dude you are great
Thank you so much man, happy to help! :)
works nice but clicking space bar moves the player to the location of the camera inside the locker for some reason
i fixed it but now I'm having a problem that my entity doesn't stop seeing me when i go in
i dont know why when i leave the locker i cant move out of the box collision. plz help
Also how can I disable my headbob code/footsteps that are in my firstpersonbp when getting in the locker?
How can I disable my mouse input too as when I get in the locker the mouse does not work which is what I want I just want it static. But if you move ur mouse while in the locker it will cause the camera to go crazy when coming out of the locker.
Maybe pull from the char ref and then disable movement. I'm not sure about the other things.
You can use "Set Movement Mode", and put it to None. That will disable headbob, and footsteps
it have one problem when you near box collision camera will change to locker camera
i can barely move the cam inside the locker. it moves a little bit and gets back then.
Wow i'm making a horror game and this is just what I need!
I have done all the correct steps, but when it comes to getting in the locker, the AI has to be looking at me in order for me to actually get in the locker
any help>
Fixed issue with a bunch more confusing booleans, but got it to work finally. Anyways, now, the lerp and timeline isnt working for me. Well, it does, so it opens and closes, but it's like theres a copy of the door still here when it moves, anyone know any solves?
I can't move when i move away from locker.
Edit: I've fixed this by removing box collision, and by using "Set Movement Mode" in "Toggle Hide" function
Glad you fixed it! Thanks for sharing your solution too for others
Bro, Bro, Bro! Can you help me again?
I so need in this mechanic:
In Many games (for example, in Valorant) you can place objects in space and they can Automatically move on, or move down (if this objects see obstacles) and when you press Button - this object will be spawn on place, where it was placed (hope you understand, if not, watch gameplay of Valorant character "Killjoy" and you will be see the abilities (for example: Turrets) which first of all we need to place it, and then on pressed button this turret will be spawn on this place.
And how we can rotate this objects
you want to place objects on a certain x/y position, while the z position is dependant from obstacles/terrain hight?
am i understanding u right?
@@JDKDKDLDKDKDKDKKKDERYY yes, right :)
@@iiior605 do a raycast
docs.unrealengine.com/en-US/InteractiveExperiences/Tracing/Overview/index.html
read this.
from what i understand, you should be able to get the position by breaking the hit result.
so you have to:
1. spawn in an object from a class that looks like the object you want to place(or has the same model with different materials).
2. shoot a raycast from a z-position higher than any obstacle you'd want to place ye think.
3. break the hit resuluts of that cast.
4. set the location of the object you use to tell the players where they'd spawn their "thing"
5. then spawn the Object you want to spawn at the same location if the player presses some button.
I cant tell you the exact blueprint architecture you'd need, only the logic.
@@JDKDKDLDKDKDKDKKKDERYY OMG, thanks, dude, so helpful!
Great suggestion, and thank you so much for providing the great information Sir Vival! I can make a video on it still if you'd like a visual explanation, but of course this is great too! Thanks guys :)
I make this system but now i want to make it for android. How can I make it plz help me
please do this for multiplayer!
Developers of Granny, Granny: Chapter 2, Evil Nun, and Evil Nun 2 might have learned to make lockers from you, sir.
Thank you so much :)
@@MattAspland No problem..
I have a problem. When I get in front of the locker and move my viewpoint, the viewpoint is strange. And when I enter the locker, the viewpoint is strange as well. I think that Axis-LookUp and Axis-Turn are doing something wrong. I would like to see your settings for LookUp and Turn... or can someone fix this strange phenomenon? ;;
Upon further investigation, it appears that the Axis system is UE5.1 with EnhancedInput
I'm not sure if the Axis system was changed in UE5.1 to be configured here instead of EnhancedInput...
Fix:First, create IA_Look and IA_Turn in InputAction, select Axis2D for ValueType in the settings for IA_Look, and select Axis3D for IA_Turn. Next, replace AxisLookUp and AxisTurn on the video respectively. (AxisLookUp→IA_Look、AxisTurn→IA_Turn)
Then, place the cursor over the ActionValue in each column, right-click, SplitPin, and connect the Y-axis as shown in the video, do the same for IA_Turn, and connect the X-axis as shown in the video. This worked perfectly for me!
The player keeps moving when I press hide while simultaneously walking towards it. I found this problem because I have footstep SFX on my player character connected to the animations and I can hear my player walking. I cannot seem to find a way to stop player movement upon hidden in the locker in any way or form (I'm a noob too so that doesn't help either). Can you please help me?
Did you find a fix?
@@cyanwaffles I've tried countless things, nothing on the internet was able to help me as well.
I had an almost working code where I simply changed the player controller to the locker. You basically became the locker. But then I had an issue with the AI being able to see me in the locker, which I didn't fix as well.
I ended up abandoning Unreal, it was fun for a while
@@hazyb511 This might have to do with not setting up the 'set player hidden in game' toggle. Another thing that could work is to just set up perception on the ai, teleporting your character inside and let the walls do their work. Haven't tried it yet but since my setup is completely different from the tutorial i think that will be how i will solve this issue. Basically world transform in and out while invisible so the camera switch still gives the illusion of an animation playing to get in.
How to open door with wood plank by using hammer please
Hi, what exactly do you mean? There is a wood plank on a door therefore locking it, and you have to unlock it by hitting the wood off the door?
@@MattAspland yes
Hello how Can we replicated this ? If somebody Can help me ? Thanks you very much
So I followed the entire stuff but as soon as I press my button to interact with my locker, nothing happen. Although everything is compiled and is identical to what you've done
What happened and how could I fix it, I rewatched your video but didn't found anything.
Found it, I messed up the box collision + player input
If I am jumping as I press LMB to enter the locker, as I press LMB to exit I fall through the floor and out of the level. Any ideas on how to fix this?
Helppp please!!!!!!!!!!
did you find the fix would help alot
can you make pretty please make a ai code to just roam around
Everything else is working well, but went entering the locker, the camera movement is really weird, only from upper left corner to lower right corner and is very weird and shakey- I followed everything :P
It's likely that you copy-pasted codes from the inputAxis-look up to the inputAxis-turn without changing some variables. Making sure that you are calling variable Yaw instead of Pitch, it might fix your shakey camera.
how do i add a second door that opens and closes to it
Can you make a portable health bag? Pls
Hey, sorry if I misunderstand, can you give an example maybe? Or more details? But I'd be happy to put it on my list :)
bro im working in a 3rd person game . can you give me a solution to this - think we are in 3rd person mode . when we want to hide in the locker we should turn in to 1st person mode . can you make a small video about it
You can still switch from your third person camera to the camera inside the locker. It won't be as smooth, but by switching to the camera he created, you are essentially in first person mode.
on me move camera dont work pls help
i m not able to control the player movement after coming out of the locker...........did anyone face this issue??
This works great! Thank you. One question - I am trying this in third person mode, and it works, but the transition isn't very smooth. With the blend time of .8, the camera ends up clipping through the door as it animates, and a smaller value of .4 makes it less noticeable, but still can end up with some odd behavior depending on the angle of the camera.
Maybe it's a matter of looking up a tutorial that gets more into more details on camera blending in third person?
On the off chance anybody sees this.. I have this problem of my input not working anymore after i use any of the WASD keys inside the locker. Anybody got an idea of why this is happening?
Edit: actually i got an idea 2 seconds after i posted this; i disabled the movement in the toggle hide function when hiding and then when unhiding i add movement mode walking and it seems to be working properly now ^^ .
how can i make it for multiplayer game ??????
how can i replicate this system?
I have a sensitivity slider and when I enter the box collision it resets the players sensitivity until they leave the box
Did you manage to fix it?
unfortunately nah, sorry@@Женёк-д1и
Brother, have I made a game before and won from it ... Can I succeed in my game?
I think you can absolutely succeed in your game in which ever way you like :)
I wish you all the best with it all!
@@MattAspland Thanks for the kind words (motivating) - Thanks to you, I will become a game developer, God willing
@@infinitious3609 Of course you will, no problem and good luck! You got this :)
my ai kills me even if i'm in a locker
Turn on the hidden check on the set actor hidden in game.
this gives me phasmophobia vibes
Haha yeah, it could definitely be used similarly
My camera is not moving
Anything you imagine is on his channel
Please tutorial create point zero of fortnite in ue4 , new suscriptor 😉
Hey man, firstly thank you! Secondly, could you give me an example of what that is and does? I haven't played fortnite lol and the wiki just says about it being a story thing :)
@@MattAspland look at this is the zero point and I have the 3d model , I just don't know how to import the textures :c
Watch this video , this is the zero point: ua-cam.com/video/By0MsUcqujI/v-deo.html
@@fallguysfangamebyalexander4431 Hey, sorry if I still don't understand, but what kind of mechanic would you be looking to create? Or is it just importing the model and textures into unreal?
for me don't work, someone help?
Will this work for 3rd person?
Yep this will still work for third person as well. However the camera will go first person into the locker, however it will be third for the character when outside of the locker :)
How to hide in a locker mobile edition please🥺
Hey, this should still work similarly, just swap out the buttons to mobile buttons and how you control the movement via touch, which I believe should be in the blueprints already. Just swap the action and axis inputs :)
i have a problem, i can get in but i cant get out. i have watched the tutorial plenty of times but i still cant find the issue. Does anyone here have a solution?
EDIT: I fixed it ;D
having this problem how did you fix it?
;)
Pls make unity version of this