How to make a Realistic Door System in Unreal Engine 5 | Complete First Person Horror Tutorial
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- Опубликовано: 23 фев 2024
- Ready to make your game even more realistic? In this tutorial, we remake a Resident Evil 7 staple in its door system. If you missed the previous tutorial, don't worry, I've got you covered with a card link to catch up. Get ready to take your game to a whole new level of immersion. Learn how to add a realistic advanced door system to your game in this tutorial. Subscribe now and let's get started!
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brother u deserve more views man u doing a great job
Thank you for the kind words!
I am working on a horror game and watching your tutorials has really helped. Keep up the good work.
Thank you very much!
It's always fun finding ways to do the same thing a millions times but in different ways!
Definitely is!! There’s a lot different ways to make this system but I find this method not only effective but also efficient!
@@codethings It is! Can't wait to see how your game is coming along btw. The first devlog was fun to watch and gave me inspiration to work on my game!
Thank you for this tutorial!! This was really well structured and super helpful, subbed!
Thanks for your tutorials
they taught me a lot
Hope to see more of your tutorials
No problem! I’m happy they helped you :)
Please make againt mechanic in resident evil 7 like tape scene in first gameplay,Subbed!
Great work!
I would suggest using blueprints interfaces rather than casting to the player. Makes the code more efficient. Overall really good tutorial i liked it.
In my “interact system” video I updated the interact system with a blueprint interface and everything :)
mate you for sure deserve more subs and views! also could you maybe try and make a resident evil inventory system ? that would be so cool to make if not all good
Thank you so much for the kind words. Also, 100% I will in the future so definitely be on the lookout for that :)
@@codethings Would you be able to do the one from 4 specifically with how the size of each item takes up a certain amount of grid spaces? That one seems cooler than other RE games which had an item just take up a single slot or 2 max. RE4 was way more complex for inventory
Would it be possible to make the hand push as shown in the game?
Great ! But we want a new tutorial for door sound like RE7.
This would be easy to extend off of my this system, if you wanted you could play a specific sound for the creek or fully open or closed when each of those actions are called in the blueprint
does it matter If I only follow this video for the code or do I have to go to your previous videos in your playlist for this to fully work?
For the door system, you should be good to just follow this video for it to fully work :)
@@codethings Thanks man, by the way your tutorials are Great! idk how you don't have more views
Hi, thank you for this tutorial! I noticed that we were blocked when we wanted to interact a second time with the door when it didn't finish opening. Basically, you partially open the door for the first time, but if you want to open it quickly by pressing the interaction key twice instead of once, it won't work because you have to wait x seconds without interacting. How could we do so that this takes into account the fact that we want to open the door more quickly by interacting twice in a row on the door without waiting x seconds?
hi there, i enjoyed the tutorial but i have an issue where door only opens from 1 side, i watched the tutorial 3 times and i cant figure what is wrong, maybe you missed adding something into the video somewhere around 18 minutes with pivot points?
Hi! Sorry to hear that, do you have the door open location scene component in the middle of your door and a child as it is in the video?
the automatic door closing isn't working at all, do you have any idea what i could of done wrong? everything else is working perfectly
Hmm, it could be a multitude of things. If I were you, I would start from that point of the video when I start making it and retry from that point on. Since everything else is working, that shouldn’t take too long to remake that functionality and all it takes is a small thing to miss! If that doesn’t work, you are more than welcome to join our discord community and post it under code-help for additional help :) the link to join is in the latest community post
@@codethings ok, i'll try that again
Hey I'm pretty I followed each step but when I press E on the door it doesn't move, do have any ideas as to why this might be happening?
There could be a lot of reasons tbh since this system is a lot of steps sadly. I would first put print statements right after the line trace in the interact and see if you can see the print. If you can, then you know it’s the door and you can rewatch that part of the tutorial. Alternatively, you could put print statements throughout the different door custom events and find out that way as well. You may have just missed one important thing, hope this helps!
@@codethings ok I tried using the string at the line trace and it did appear, but I think I might know what the issue is, I'm using the default door mesh with the default Collison, I'm wondering would the collision affect me opening the door or would it not? - The Event Play worked, Door Interaction Mathematics Works, the Handle Door part doesn't seem to show any string nor does the Handle Rotation, have any ideas?
@@codethings Im using Unreal version 5.2 does that matter?
24:25 Why it says ''BP Door Object Reverence is not compatible with BP interact Door Object Reverence''
:/
I’m sorry to hear you’re having a problem at setting up the interaction part :( I just set up a new tutorial today actually that should fix this issue? If not, though, it does sound like you potentially misnamed your door blueprint? I would rewatch the tutorial and make sure the names are identical or match up to what you made yours
Friend hint) Made all the same) Everything seems to work) But when the door is open and I close it) It closes as if not completely and a little bit not to close) How to solve it?
Hmm, can you show me what you mean when you say it doesn’t close 100% ? A reply with a screenshot would definitely help
@@codethings Im having the same issue, when you manually close it, it leaves a small amount of space between the door and the frame.
Also another issue, depending on the angle at which you hit the trigger, sometimes it doesn't open in the right direction.
Broo Can you upload the door file in Google Drive and put it on RUclips???? Ineed this door model
In the beginning of the video, I showed where I got the door from. I got the door model from sketchfab, there are also many more doors! Hope this helps :)
@@codethings Yes, I know, but the problem is that the doors stick together 🤒
@@TIXSOCAR ah I see, yes, the mesh comes as a singular mesh which means you should import the mesh to blender and separate the door from the frame so that the door is a mesh by itself! Hopefully this helps :)
I also grabbed the door and "cut out" the parts in Unreal Engine. The modeling tool in UE5 is really good and there you can, for example, cut out the door with a "Boolean Cut" :)
@@makzy_smart I’ve never used that before, really good suggestion thanks! :)