Learn How to Open and Close Doors in Unreal Engine 5

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  • Опубликовано: 20 окт 2024

Комментарии • 192

  • @sixfootstiffy5366
    @sixfootstiffy5366 8 месяцев назад +21

    *me trying to make detailed notes*
    *me taking detailed notes throughout video*
    *guy making video HALFWAY through*
    “Oh yeah, we need to add this and this and this and this and this”
    *me staring at my notes pissed af*

  • @claired.7001
    @claired.7001 Год назад +12

    Thank you so much for this video! I’m working on creating my first game in Unreal Engine 5, and you make the steps so easy to follow along with and I can’t thank you enough!! I’ll be watching a lot more of your tutorials! ❤

    • @GorkaGames
      @GorkaGames  Год назад +2

      thank you so much for those kind words!! I really appreciate it!! and I`m glad that you find my videos helpful!! 🙏

  • @jogoseteorias
    @jogoseteorias 6 месяцев назад +2

    I love your vids, I learn english with this lmao

  • @leejay_0939
    @leejay_0939 Год назад +9

    Thankyou I'm just starting my unreal journey but your tutorials are so straight forward and easy to understand by far the best on RUclips, Thankyou again keep up the great work.

    • @GorkaGames
      @GorkaGames  Год назад

      Thank you so much man!! I really appreciate it and I`m glad that you find my tutorials ueful!! I always try to make my tutorials easy to follow!

  • @TheWpNCrew
    @TheWpNCrew 2 года назад +8

    Great tutorial bro, do you know how to add a indication when you get close to the door to show what key the player needs to press to open the door?

    • @GorkaGames
      @GorkaGames  2 года назад +7

      Thanks, yeah just when you do the line trace, just create a widget with an "E" key text for example, and when in the line trace it doesn't detect any door object, just do a "remove from parent". I have a "How to create a health bar" tutorial which covers the part where I create a widget. So I think it will help

    • @TheWpNCrew
      @TheWpNCrew 2 года назад +2

      @@GorkaGames awesome thank you!

  • @woahyeah2023
    @woahyeah2023 Год назад +4

    Another great tutorial, very to the point with clear explanations.

  • @hansajabandara1674
    @hansajabandara1674 9 месяцев назад +2

    It's work. Thank you so much. And i wont to know how to display 'E' botton on reaching the door.

  • @stathiszoulakis9599
    @stathiszoulakis9599 7 месяцев назад +3

    i think you dont explain the nodes well

  • @LeremeStubbs
    @LeremeStubbs 4 месяца назад +1

    I am doing a first person game, do I use another set of bluprints or can I use the same? I used the same but it didn't work.

  • @SirDirk79
    @SirDirk79 Год назад +2

    Thanks. This worked for me in the newest version of Unreal5 and I can see where I can possibly inject my door open/close sound effects within the blueprint.

  • @aaronbycroft5749
    @aaronbycroft5749 Год назад

    Thanks your video cleared a few things up for me

  • @joespaulding6155
    @joespaulding6155 Год назад +5

    any idea why the pivot point for the door is in the middle and not from the side? my door rotates in the middle of the actor. I tired to move the root component over to where the hinges are at but it didn't change anything.

    • @donpilo20
      @donpilo20 5 месяцев назад +1

      can you find the answer or cant?thanks

    • @joespaulding6155
      @joespaulding6155 5 месяцев назад +1

      @@donpilo20 This was a long time ago and I very well may be mistaken but if I recall correctly I think I added a new root to the BP and then positioned that one where i wanted it. Then changed the reference in the code to use that root instead. Probably wasn't the best fix but it was a work around that did do the job.

    • @ZATKINGSTON
      @ZATKINGSTON Месяц назад +2

      If anyone still looking for the solution you just have to add an Arrow as parent of the door mesh in the Blueprint viewport -> place it where you want the pivot point then in the Event graph at "Set Relative Rotation" change the door mesh to the arrow you added and you done :D

    • @tedata4422
      @tedata4422 Месяц назад +1

      @@ZATKINGSTON Much Thanks!!

    • @aavcorp.developerseng.3453
      @aavcorp.developerseng.3453 11 дней назад +1

      @@ZATKINGSTON thanks for figuring it out !!!

  • @jesvillorentejr.8990
    @jesvillorentejr.8990 Год назад +1

    Hi , thank you for the tutorial, i am having a hardtime opening and closing the door on the other side :D TIA

  • @davidecantalupi3000
    @davidecantalupi3000 Год назад +1

    Best UE tutorial on this platform, thank you!!

  • @0bix842
    @0bix842 Год назад

    Thank you for the tutorial! it was really helpful and everything else works great! however, after i open the door, i press E again and the door doesn't close back. Is there a way to fix this?

  • @only_funky7819
    @only_funky7819 2 месяца назад +1

    You are the best

  • @greki297
    @greki297 Год назад +3

    Great Video man. Is there any chance to make this line invisible?

    • @GorkaGames
      @GorkaGames  Год назад +3

      you can edit the Line Trace By Channel node`s debug mode to none

    • @Igor_Bagaev
      @Igor_Bagaev Год назад

      @@GorkaGames thank you very much

    • @uchiha_madara9214
      @uchiha_madara9214 Год назад

      thank you so much I ook for this information@@GorkaGames

    • @MrDuckie1
      @MrDuckie1 6 месяцев назад

      i am still confused

  • @Shinayu_TCG
    @Shinayu_TCG Год назад +1

    Great stuff friend, I follow your videos!
    I have an issue and hopefully you can help me on this:
    I want to interact with a blueprint (garage door mesh) by opening (pull down) and closing (push up) it (two different interactions). The opening interaction works as intended but when I want to close the garage door (after opening it) the blueprint automatically jumps to the previous place (where I placed the garage door BP in editor). How can I keep the garage door at the same place when I executed the "opening interaction" ? -> I used the same blueprint structure as in your video.

  • @defensivejackass4690
    @defensivejackass4690 7 месяцев назад +2

    If someone imported his own door mesh, make sure to set the pivot point at (0,0,0) in your 3d software.

  • @imhotion
    @imhotion Год назад

    i love your energy man its hilarious hahaha

  • @a.ben.1702
    @a.ben.1702 Год назад

    Thanks for a great tutorial. How could you make the door swing open by just colliding or walking into it?

  • @Trolle-official1234
    @Trolle-official1234 4 месяца назад

    This was an amazing short tutorial but I just have a quick question, how to I make the player not be able to see the cast line for the door?

    • @scottwalker4619
      @scottwalker4619 3 месяца назад

      In the player character blueprint. On "Line Trace By Channel" set "Draw Debug Type" to "None"

  • @Comikgold162
    @Comikgold162 Год назад +1

    Hey gorka i have this problem where when i press E the door opens and then just gets stuck in a back and forth loop whole

  • @Выдра-е8й
    @Выдра-е8й Год назад +1

    Thank you so much. It's the first time when I made everything like in tutorial, and it works without troubles

  • @ROCKSMASHER
    @ROCKSMASHER 6 месяцев назад

    Thanks dude i just started ue after convering from unity

  • @lukeheron3189
    @lukeheron3189 Год назад

    thank you for this, great tutorial

  • @chrisnguyen6385
    @chrisnguyen6385 Год назад +2

    Hello Dear, could you tell me which did you add node at 5:45 ?

    • @GorkaGames
      @GorkaGames  Год назад +1

      The multiplier node? It`s basically the distance that the Line trace will travel

    • @chrisnguyen6385
      @chrisnguyen6385 Год назад +1

      @@GorkaGames thank you, I see it is a *

  • @yousefken9511
    @yousefken9511 Год назад

    Very helpful, How did you get those smooth edges on 1:44 ? mine outline look very pixelated.

  • @vulcanhd1649
    @vulcanhd1649 9 месяцев назад +3

    I have no clue why. But i feel as i am doing exactly what you are doing, but when i trying to interact with my door (which has a preadded collision), it is not opening or anything at all. and i am completely stuck.

    • @ADITYARAJ-re3rk
      @ADITYARAJ-re3rk 3 месяца назад +1

      did you figure it out?

    • @LeetardPlays
      @LeetardPlays 3 месяца назад

      Did you add the tag to the actor in the level hierarchy?

    • @MaxSkatefb
      @MaxSkatefb 2 месяца назад

      Did you set the b position to 90?

  • @meijinjake3611
    @meijinjake3611 11 месяцев назад +2

    how to remove the red line when opening and closing door?

    • @xampsonnospmax
      @xampsonnospmax 10 месяцев назад +4

      Just found the answer in the comments, here what it said: "you can edit the Line Trace By Channel node`s debug mode to none".

  • @subang129
    @subang129 10 месяцев назад

    Thank you! Superb👍

  • @DionneTheakstone
    @DionneTheakstone Год назад

    Thankyou very much, It worked perfectly :)
    I changed the static mesh to another door but it broke :( Cant I just duplicate BP_Door and change SM_Door ?
    Any suggestion would be great ?

  • @RalphiodeRichet
    @RalphiodeRichet 3 месяца назад +1

    my door starts spinning like crazy when i interact with it, what might be the problem?

  • @endlessfiregaming3863
    @endlessfiregaming3863 Год назад

    Hey great tutorial . Just wondering is there a way to reuse the blueprint but with a different static mesh ? I thought duplicating it might work but it still changed all the doors in my level . Please help ?

  • @griffithbowen4590
    @griffithbowen4590 5 месяцев назад

    Seems like you're in a mad rush, I had to go back so many times, I appreciate the tutorial though it was pretty good.

  • @thebelowzerogamers2179
    @thebelowzerogamers2179 3 месяца назад

    How do I do this with multiple doors, I've gotten there mostly but you have to click twice to open the other door. For example if you go to door type #1, you can click once and it opens, but if you go to door type #2 and click, it takes two clicks to open.

  • @Wiizl
    @Wiizl Год назад +2

    How would you make it so you can only open the door if you stand close to it? I assume you have to use some actor overlap event but I don't know where to plug this check in the blueprint... Or maybe in that case we don't even need the line trace at all?

    • @GorkaGames
      @GorkaGames  Год назад +3

      with the Line Trace it will only interact things depending in the distance, which is the multiplier added in the node

    • @Wiizl
      @Wiizl Год назад

      @@GorkaGames Thanks, exactly what I needed. I had an impression the line trace goes on forever :)

  • @davidvdbergen
    @davidvdbergen Год назад +5

    Your videos are awesome for beginnners to get an understanding of how things work in UE5. However, you are talking SO FAST and clicking so fast and adding things without a better description or clearly explaining what you are adding it is very hard to get a grasp of what you are actually doing. Please take a few extra seconds to talk more clearly and explain why you do certain tings in certain ways. I do love your videos, but it is very hard to follow when you are going a million miles an hour 🙂

  • @OmegaOutlaw2024
    @OmegaOutlaw2024 6 месяцев назад +1

    Maybe a year ago this worked cause @ 06:21 in your video, mine aren't allowed to connect to those. Meaning it says it's not allowed anymore. Is there something wrong with it? its at the exact point where you would need to connect "Break Hit Result" then ect. stopped here. Ill look for another one i guess. Id skip this unless there is a solution.

    • @OmegaOutlaw2024
      @OmegaOutlaw2024 6 месяцев назад

      so its right after you connect break hit result the Out Hits will not connect to Hit thats where im stuck.

    • @ELSEZER
      @ELSEZER 5 месяцев назад

      Me too

  • @sudanemamimikiki1527
    @sudanemamimikiki1527 23 дня назад

    so what if i have a different bp (a window in this case) that also needs opening...how exactly do i plug that into this? also what if i have double doors?

  • @howl2339
    @howl2339 2 года назад +4

    Naughty Shark is a so cool Game ypu should not abbandon it. We need more what can you do in more time? The ge cam be a great success. Keep developing that.

    • @GorkaGames
      @GorkaGames  2 года назад

      Thanks man, yeah I think that it can definitely get somewhere. I definitely have to get my head around it and see what I can make for it in the future. Thanks man

    • @howl2339
      @howl2339 2 года назад +1

      @@GorkaGames ah, and i can't stop thinking:
      "Naughty Shark do dorodo do do"

    • @GorkaGames
      @GorkaGames  2 года назад

      @@howl2339 haha, the music theme is awesome

  • @djsalis
    @djsalis Год назад

    Great video thanks :)

  • @glenn3646
    @glenn3646 2 года назад +1

    what a bout a folding door? almost the same process?
    and is there any diff if you use third person vs the first person? the approach is the same?

    • @GorkaGames
      @GorkaGames  2 года назад +1

      if you use a folding door that its behavior might be different from a regular door, then you might need to create a custom animation for that. But if the door will open the similar way to my video`s one, then there shouldn't be any problem. There are no differences if you use a third-person controller or a first-person controller. 😀

  • @Furiac.
    @Furiac. Год назад +1

    the way i learned was with 'move component to' and then adding a timer variable. but i think yours is a much better solution because you closing the door is an easy addition

    • @GorkaGames
      @GorkaGames  Год назад

      yeah exactly, it can work eather way. But in my opinion this way is a bit more correct and more expandable in the future

  • @JDRos
    @JDRos Год назад

    I think 150 is like the perfect amount of linetrace for doors.
    Great video by the way!

  • @eduferrarip
    @eduferrarip 7 месяцев назад

    Hello! In case I want to make a 2nd door, do I have to redo all the blueprint?

  • @Angel3es
    @Angel3es 2 месяца назад +1

    what about that red line that appears

  • @84RX
    @84RX Год назад

    Could you please make a tutorial on how to make the door open / close depending on where the player is positioned?

  • @sakshamcraftminecraft
    @sakshamcraftminecraft 2 года назад +3

    Could you make a tutorial on a ruined city environment ?

    • @GorkaGames
      @GorkaGames  2 года назад +1

      Of course! I think it would be a very cool tutorial

  • @OptionalDilemma
    @OptionalDilemma 2 месяца назад

    If i add collision to my door i can open door but my character is colliding? I don’t understand where you excluded the character actor being able to walk through. My work around is through collision presets and overlap actor so far.

  • @max309alenie
    @max309alenie 11 месяцев назад +1

    pl help me my door rotates around its own axis how can i fix it?

  • @Plexus_Studios
    @Plexus_Studios 11 месяцев назад +1

    How can I make it so the nav mesh will let the ai go through the door

  • @GoldyReal
    @GoldyReal 9 месяцев назад

    Thank you so much for this tutorial, but can you tell me how to fix the issue that i can open the door from any distance? Thank you :)

    • @zird_
      @zird_ 9 месяцев назад +2

      reduce the number in the multiplication, that leads to the line trace, it is the effective range of the character ( i used 350 but it is for first person not third ) 🤗

  • @salemsparty
    @salemsparty 6 месяцев назад

    Thank you very much!

  • @sinfever2645
    @sinfever2645 3 месяца назад

    hey there just discovered this, how do i make it so the door opens when i get closer? right now its like 3 meter range? ty

    • @dirtyderkus
      @dirtyderkus Месяц назад

      add a collision box in the viewport, then do a begin on event overlap in the blueprint and you can trigger it that way

  • @Smedthegnome
    @Smedthegnome Год назад +1

    thank you so much for the tutorial, really helped me out as i was able to understand every single thing

    • @GorkaGames
      @GorkaGames  Год назад +1

      my pleasure!! I`m glad that I could help!

  • @Marco-bj7ct
    @Marco-bj7ct Год назад +1

    nice and clean as always ... but I have a strange problem in my main workstation: after creating the blueprint when I click on the add button there are only a few items (variables and little else) and I can't select, for example, static mesh. The absurd thing is that on another PC there isn't this problem and the menu is complete. Anyone have any ideas?

  • @guruprasadh_j
    @guruprasadh_j Год назад

    hey Gorka, I have doubt. I made box collision from door. saved it. after a day when i open box collision gone. why it happens?

  • @Ihaveab0mb
    @Ihaveab0mb Год назад +2

    is there anyway to make red line invisible

    • @GorkaGames
      @GorkaGames  Год назад +1

      yeah go into the Line Trace By Channel node, and in debug, select to none

  • @mrvoid123
    @mrvoid123 4 месяца назад +1

    I can interact with the door from so far away does anyone know what to do? (pls help me am stuck)

    • @Unreality_3D
      @Unreality_3D 4 месяца назад

      the distance of the line trace is what you ever number(float) you set to the bottom pin of the multiply node see 5:52 In the video he sets it to 300 which is like saying the line can go 300cm and still count a hit.

  • @ahlembhkz
    @ahlembhkz 9 месяцев назад

    hi, could you please help me. Why it dosen't work when i rotate my door to 90 degrees, it's just work in one side.

  • @wolfiedgr8t
    @wolfiedgr8t 2 года назад +3

    Great tutorial, thanks 👍

    • @GorkaGames
      @GorkaGames  2 года назад +1

      thank you for watching!

  • @wyzepoi_gamedev
    @wyzepoi_gamedev Год назад +1

    thank you so much!!!!!

  • @antoniothomas2663
    @antoniothomas2663 Год назад

    I have an entire animation for a door I imported is there a video that help me use it.

  • @prOyun
    @prOyun Год назад

    Thank you for the tutorial. It helped me on open and close the door but i have an issue. I can open the door so long as i aim at it (it doesnt matter the distance between my character and the door), can i set a distance confinement to interaction?

    • @Blockified_
      @Blockified_ 7 месяцев назад

      Change the multiply number from 3000 to 300. That makes you have to be close to open it.

  • @phantomluffy9476
    @phantomluffy9476 Год назад +1

    Does this apply fridges and closets?

    • @GorkaGames
      @GorkaGames  Год назад

      Yeah you can integrate this ssytem into any kind of object you want to interact to open/ close with a smooth transition.

  • @fredricklindstrom837
    @fredricklindstrom837 11 месяцев назад

    I tried to add the break hit result and it tells me only exactly matching structures are considered compatible, please help!

  • @rogersk1599
    @rogersk1599 Год назад +1

    My line trace is buggy,I've connected it to the camera but it shows up in random locations .
    Is there an alternative to it?

    • @GorkaGames
      @GorkaGames  Год назад

      are you in third person or fps?

    • @thefirstblank607
      @thefirstblank607 Год назад

      @@GorkaGames Same Problem, im in fps.
      Fixed it but now the line cant go up or down, it would be good for drawers.

  • @theawsometurtle1
    @theawsometurtle1 Год назад +2

    Great video but you move to fast before moving on, you don't wait a second to specify anything so I had to back track and try to pause on a fraction of a second multiple times just to see what you were typing

  • @brkncntrlr1989
    @brkncntrlr1989 Год назад +1

    6:48 break hit result is not showing up in my as a node to use

    • @imhotion
      @imhotion Год назад +2

      Hello, you have added the "MULTI LINE trace by channel" node instead of the "LINE trace by channel" node. This is the large blue node on the right.
      I had the same issue :))

  • @TOIVOTN
    @TOIVOTN 11 месяцев назад +1

    7:10 ive done everything like you showed but i cant find Cast To BP_Door anywhere

    • @lga9046
      @lga9046 10 месяцев назад

      same here

    • @maxine3617
      @maxine3617 6 месяцев назад

      for u and anyone in the future, its because u probably have different name of the asset, just change "bp_door" to *your asset name* (my is simply "door")

  • @DavideDellomonaco
    @DavideDellomonaco Год назад

    Thank you for your great Tutorials! Super sympathic and helpful! Go ahead!!!💪

  • @thundershockcaiden
    @thundershockcaiden 4 месяца назад

    Hey! So when I try to open the door. It only opens by 45°. How do I fix this.

  • @swixige8506
    @swixige8506 7 месяцев назад

    how d o you get that red dot and line to disappear

  • @Yoctopory
    @Yoctopory 8 дней назад

    6:23 "Break hit result" doesn't exist. What can I do instead?

  • @SaroyPlays
    @SaroyPlays 27 дней назад

    Why you didn't just use on actor overlap (bool) and then open door.

  • @gaming.champion
    @gaming.champion Год назад

    Thank ❤ you
    I implemented all your words and it worked, but after I left the program and entered it again, I went to the door, but the door does not open, and I do not know what the solution is. I hope you will respond to me as soon as possible.

  • @hakkzii3863
    @hakkzii3863 10 месяцев назад +1

    I pretty sure I did it all correct but when I open door it just walls down and not opens

  • @kraig800i
    @kraig800i 10 месяцев назад

    Any particular reason why this wouldn't work with a first person rig ? ? ? ?

  • @thebestcomment7671
    @thebestcomment7671 Год назад

    What is the Camera thing for the first person one?

    • @ROCKSMASHER
      @ROCKSMASHER 6 месяцев назад

      you have to manually make it

  • @Leonart_
    @Leonart_ 7 месяцев назад

    Great Tutorial! But It's not working for me :( I followed every step but the door wont open, could you help me

  • @santosthegod820
    @santosthegod820 Год назад +1

    I followed every step and the compiler has no issues but I still cannot open the door. It shows the lines hit but the door does not open still. I am very confused. I tried troubleshooting myself and rewatched the video multiple times, everything is done right but it will not open.

    • @ProbCrying
      @ProbCrying 10 месяцев назад

      change the b value at the lerp to 90

  • @HeadQuarters_yt
    @HeadQuarters_yt 2 года назад +2

    ok i may be stupid but now can you remove the line trace

    • @GorkaGames
      @GorkaGames  2 года назад +2

      So in the "Line Trace By channel" node in the players BP. in "Draw debug line" set it to none

    • @HeadQuarters_yt
      @HeadQuarters_yt 2 года назад +1

      @@GorkaGames thank you very much, I am working on developing a horror story game, do you have a discord? So I can ask a few questions?

  • @ddfrfefd
    @ddfrfefd Год назад +1

    this was really helpfull but i found a glitch that you can open it from any where as long you aim on it can you mabey make a new tutoreal that will fix that if not that is ok but every thing works fine besides that thank you

    • @GorkaGames
      @GorkaGames  Год назад

      Do you mean in terms of distance?

    • @ddfrfefd
      @ddfrfefd Год назад

      @@GorkaGames yes

    • @chris09423
      @chris09423 Год назад

      If you never figured it out, it was the multiply node in the 3rd person event graph, under the line trace by channel, its also connected to the + AND get Forward Vector. Set it to 200. I found this out just recently after many months of frustration lol

  • @ItsEnlill
    @ItsEnlill 2 месяца назад

    how do i remove the red lines?

  • @thenamescraft9527
    @thenamescraft9527 Год назад

    I'm doing this in first person. Copied exactly but with the first person camera. The door only opens when I'm looking away from it. Why is this?

  • @monster6236
    @monster6236 Год назад

    Does this replicate in MP?

  • @TimBorggrenDenmark
    @TimBorggrenDenmark Год назад

    How to move the Pivotpoint? On a actor "cube"

  • @MagmaQue
    @MagmaQue 5 месяцев назад +2

    As someone who kinda understands UE I can kinda understand what you are doing. But for anyone who is still at a level where they need a tutorial to make doors, this tutorial sucks

  • @youtubechannel-rt7fe
    @youtubechannel-rt7fe Год назад

    After completing the steps shown in the video everything works except I still get "Accessed None trying to read property of CallFunc_BreakHitResult_HitActor" even with the branch off the line trace node as shown at 8:00 from when my character is out of range from the door and presses the key to open doors. Also my door is invisible in the viewport but visible in game even with Include Component in HLOD set to false in the blueprint. Not sure how to make these errors go away.

    • @imhotion
      @imhotion Год назад +1

      Hello, you have added the "MULTI LINE trace by channel" node instead of the "LINE trace by channel" node. This is the large blue node on the right.
      I had the same issue :))

    • @SuperCartographer
      @SuperCartographer 7 месяцев назад

      What was causing it for me was the second branch coming out of the Line Trace that checked if I hit something. Adding the branch node and hooking it up to the return node fixed this issue for me.

  • @MilitaryGroupOfficial
    @MilitaryGroupOfficial 4 месяца назад

    Thenks

  • @ncsmccalihan9801
    @ncsmccalihan9801 Год назад +2

    How to you add text to the door that says "press E to open"

    • @GorkaGames
      @GorkaGames  Год назад +1

      I actually have a tutorial on that! Here is is: ruclips.net/video/VU7jdKPdjLw/видео.html

    • @adlol2521
      @adlol2521 Год назад

      @@GorkaGames i do this and it not works :c

  • @tatanmoran
    @tatanmoran 10 месяцев назад

    Thnaks, but there are problems when the player is in the middle of closing the door, collision is strange when the player is without movement

  • @MickaelSchaack
    @MickaelSchaack 2 года назад +3

    you are very speed need to make lot of pause and back ahaha

    • @GorkaGames
      @GorkaGames  2 года назад +1

      hahah, if English is not your first language yeah it can maybe be hard to follow, ill try to make my videos a bit slower haha

  • @thebestcomment7671
    @thebestcomment7671 Год назад

    I’m in first person mode, and I can only open and close the door when I look up

  • @theshredguitarist25
    @theshredguitarist25 2 года назад +1

    Im doing this in first person, my character can open the door but cant fit through the door 😖 any reasons why?

    • @GorkaGames
      @GorkaGames  2 года назад +1

      Make sure that the door frame has only the collider on the borders, and if it still does not go through just make the player`s capsule component radius and height smaller.

    • @theshredguitarist25
      @theshredguitarist25 2 года назад +1

      @@GorkaGames Thank you very much!

    • @theshredguitarist25
      @theshredguitarist25 2 года назад +1

      @@GorkaGames Now, please tell me how to turn off the line trace / raycast, the red line that comes out of the character pls. :D

    • @GorkaGames
      @GorkaGames  2 года назад

      @@theshredguitarist25 Just go into the LineTraceByChannel node, and in "Draw Debug type" put it to none

    • @theshredguitarist25
      @theshredguitarist25 2 года назад +1

      @@GorkaGames i knew it was a simple fix! Thanks so much

  • @alexmason420
    @alexmason420 7 месяцев назад

    but why the red lines appear?

  • @iceolatortv4066
    @iceolatortv4066 Месяц назад

    Hi, i need to delete lerp because if this was activated, when i press E for open the door, my door turn to 360]° for the time it should open normally.. Can we speak about the speed with which she turns ?? 🤣🤣But without the lerp, my problem is resolves !

  • @The_Stupid_Mafioso
    @The_Stupid_Mafioso 2 месяца назад

    The door isn't opening for me?

  • @lolgaming-bq3vs
    @lolgaming-bq3vs Месяц назад

    My The biggest problem while learning ue5 is I can't find c++ tutorial,