I love this tutorial, for 2 reasons mostly: A) You used X/Y formatting for collectables display, other tutorials use 2 different binds B) No matter how many collectables we set up or randomly spawn, max number of collectables is automatically calculated instead of manually added. I love details like that!
Nice and simple design here, and the fact that it's dynamic is a huge bonus. I've got 'Gem Collectables' in my game, and this is a nice way to drag and drop gems as I see fit, which automatically updates the {Y} (of the X gems collected) really nicely. I also matched this with a vector parameter on my material, which randomly assigns 1 of 7 colours to each gem. Awesome dude, thanks for sharing this with us!
Haa now its official the next gamejam will be even better with these awesome tutorials:D BTW has anyone else noticed that no one ever dislikes matts videos? lmao no one should
I love this but there is a major issue. If you start in a different level and go to the level that has the collectibles it says there is 0 collectibles to collect and even if you collect the collectibles it won’t open that door. Edit: I’ve localized the problem. It’s in the BP_ThirdPersonGameMode. It’s because the Event Begin play only does it once at the start of the level you begin with. If you use Event Tick instead it forces it to work across different levels, but it is a bad solution because one it’s event tick and two it messed up how many collectibles you collected when the widget appears to show how many you collected. I hope Matt eventually does another tutorial for this series because I can’t think of a good way to get it to work without event tick.
the only prob with this solution is that it just shows u 0/3 for example Collectet and Y goes down, sad that it doesnt work like intended in the tutorial
In 9:19 when i search for integer - integer i get another node which i can't connect it with collectables left and connect it with x, btw i am using ue5.1 any ideas?
I am on UE5 but will this still work? I am half way through the video and im stuck on the part where you need the "Integer - integer" because it does not show that component for me. Any fixes to this?
thank you ,realy helpfull tutorials ...(tip for those who dont want to press a button to collet coins or open doors like i wanted :D ...i just add a sphere collision and instead the KEY to press just do OnComponentBeginOverlap on that Spherecollision and connect to the rest of the code instead of the button to press) :D
Always surprising us !! Could you show us how to do a cinematic intro before starting the game? I would like to do an intro when starting my game, getting out of bed and only then starting the game, but I couldn't find a tutorial! If possible please do a tutorial, I am afraid that maybe many possibly need this tutorial! You are phenomenon brooh :D
thia is really good tutorial. That was exactly what I wanted. I have a suggestion for another tutorial too: How to make writable text like if you press on a box it will let you write something like a textbar or something
Good tutorial. I take it you can report how many items are missing when you get to the door by adding get the remaining number of collectables and adding to the failed state.
I'd like you to do a tutorial for when you don't have enough collectibles to open the door, and a widget pops-up for it. Also, thanks for this tutorial, helped me :)
Thank you for this!! How would this work if you have different components, instead of the same object? Like if you would have to collect one square, one sphere and a cone before the door would open?
Love this tutorial. Although I've ran into an issue were i have a - mark appear next to the number which is the X value? Everything else works perfectly.
Hey! Thank you very much for the clear tutorial. I have one question tho :) How to make the system be able to recognize different collectibles? For example, If I have to collect stones and wood, how to sort them in a different list and be independent from each other> Thanks!
Hey, Matt great video!!! I'm stuck on how to make the game display a game over screen instead of unlocking the door you have included. how would I achieve a way to display a game over screen after the player has collected all items???
I just figured it out!!! Im not sure what setup you have but at the 13 minute mark of the video is what you need to pay attention to. I have my game set up to spawn a level transition/collision square/wall after collecting "x" number of collectibles. I have an on component begin overlap event instead of the press "e" so that they automatically pick up. Get all the coding goodness in there. The changes happen after the branch. I added a Start Camera Fade node with the target being a camera actor manager. Then a delay node and then the Open Level (by object reference node). Hope this gives you a little something towards your goal.
Just wanted to day I'm learning more from u than my college 😂 keep up the great tutorial!! Oh for your next video in stead of Collectables could u do it e.g 3 balls in a basket add to 3 and transfer into a door being open with light indicators or can I use ur concept of this because u wouldn't use the third person BP for it? If not don't worry about it!!! Thank you for ur content probably would of failed if it wasn't for u much ❤
I apologize for suddenly asking you a question!! First of all thank you for making such a great video!! I stumbled upon a variable called collectableleft.!! i didn't make this!! Which video should I watch to find out?! Or can you remake the video so that it is complete with only this video?! thank you for listening!!!
Hello Ive a question. Let say i want to create a game where it has multiple tasks that needs to be done by the player. However, in each task, I want to restrict the player from holding certain items in the level and can only hold the items that is required for a specific task. For now, Ive created an actor to watch all the task completion but it looks like a spagetti code now as theres a lot of loops, collision enabling, and booleans to be unchecked or checked. Is there any best way to create a better task management system?
Hi! I really need to know how to get the "collectibles left" node. I'm using the newest version of UE4. 4.27.2. But for some reason, it doesn't have the node and i don't know why. I've been looking for ways to find it for like 4 hours straight and I REALLY need this node!!! Please tell how!
so if any of u guys have the problem with it not responding in an other world, i got a workaround. So basicly u leave the x out of the formattext and just write "{Y} files to got to the exit car" or something else ur game has to search for, then it should work normaly. Hope this helps!
Im trying to make it so it makes a win widget appear on screen however any time i do it it does not work and i've tried a few variations im worried im doing it in the wrong place or using the wrong inputs
I have a question, I cant open the door with the ¨O¨ when I press nothing happen.. Its not the first time I see this issue that i cant resolve. You know why thats happen?
Hello Matt, first off thank you for the abundance of videos! I have been working my way through this tutorial, and have my items/counter working great. My issue is unlocking the ability to open a door after collecting all items. I used your video "How To Use Level Sequence | New Matinee | Opening A Door (UPDATED) - Unreal Engine 4 Tutorial," For the door opening portion of my project (also works great). The end of this video shows the door with a bit of a different set up. Is there a way you would recommend using a collectable counter to control the ability to unlock the door with video I mentioned? As of right now, I am a bit confused how to make them work together to keep the door locked until all items are collected. If you get a chance to respond, Thank you in advance!
So, it won't work for me. It's because i used collectibles less instead of collectibles left. But the thing is, I don't have collectibles left. Why is that? Is there a way I can fix that?
Hey Matt, can you show how you got that door exit BP? It's the only part that's stumped me. I'm also using UE5 so if you can, let me know any differences I should be aware of. Thanks!
Hey guys i need some help with something like this i was wondering if there was a way to make the game end when you collect all of them instead of opening the door if you know a way please let me know😁
Hey mate, I actually opened one up a week or 2 ago :) I'll link it below if you want to check it out, thanks for the support in all ways! www.patreon.com/MattAspland ruclips.net/video/Re5rLSky5u4/видео.html
Thank you for the tutorial! At the 9:46 mark, when inputting the node with Integer - Integer, it is not available in UE5.3. Is there a workaround for this section? I would love to use this code in the game I am developing. Thank you!
Hey Matt you are my favourite gamedev by far. Is thier any chance you could make a video on 'learning' new skills or abilities? Say you wanted to add a spin attack to your standard sword slashes or jump kick to your melee, how do you implement it after an event is triggered?
Hey mate, thanks for the support! :) I can add that to my list, you'd probably want to use Booleans, i.e. "can spin attack?", and check to see if this is true when doing a normal attack, and if it is true, do the spin attack, if it is false, do the normal attack (or nothing extra).
@@MattAspland I mean more like, you do a quest and can only use new ability or new whatever after said quest, or any event if your choosing, would you just do Boolean and set the default to false, and then set true when custom event quest xyz completed?
@@MattAspland I’m also brand new to all this game dev stuff, and trying to create a spell that’s like a portal redirection, someone fires a spell or arrow, you cast the spell and everything goes slow mo, you get to place a portal anywhere for receiving object, another to exit, then play speed goes normal and then the thing goes through the portal, I know you did a portal video but I’m struggling to figure out how to add the slow mo, place the portals Away from the character, like you don’t just spawn it in front of you it pops up and you can place and rotate it anywhere same wit. The next one
Yeah exactly, you'd set the Boolean to True when you've unlocked it. And great idea man, I love it! For figuring out the slow mo, this video might help :) ruclips.net/video/hjXR0JCGg5U/видео.html
@@MattAspland combining that with your portals video will help a lot, anything on how to spawn the portal then be able to place and rotate it? Sorry for all the questions
Hey Matt, So how would you take this to the next level. Meaning, where you have it tally the total you need for each level and also keep a running tally for the whole game? Your help would be greatly appreciated.
Why does that jot work for me? Btw.. i didn't used the thirdperson i wanna do it on first person but it doesent workd every step works but at 13:30 i get stuck i cant get the variable
I am making a level prototype for my university final project. I used this tutorial together with spawning collectables in random locations, but instead of door, I have a portal that is activated when collecting all gems in the map. For testing I placed 6 gems and had 2 of them spawn in at the start of the game. I figured it out and it worked, however when I used your tutorial to make a main menu, after I press to start game, instead of 2 gems available and 4 missing, it makes 4 available and 2 missing. How can I fix it ?
Hello, I was wondering if you could help with a little problem. I want to make my bookshelf slide open after collecting all of the collectibles. I have both the logic for the collecting and the sliding bookshelf part, but I want to somehow connect the two together if that's possible? So that it does what I want. How do I go about doing that?
having an issue where the star gets collected but the widget counter does not always update with the amount collected. happens maybe 25% of the time. anyone know how i could fix?
Hello Matt. This video helps a lot. However, I want to apply these mechanics to solely a level instead of the entire project which is the gamemode. Which Cast To and Get nodes do I need to apply them to a specific level?
8.55... sorry about this, but i am not able to put the from the game mode ref the get total and other collectible var... any ideas? Thank you in advance
heya! trying to use this code for a project, but might need a hand. instead of collecting one object that has been copied, i'm trying to collect five different actors. do you know anything that could help me with this whist using everything in this video? thanks m8!
Just wanted to drop a 'Thank You' your way! Your tutorials have been a great help! Thanks!
Thanks so much for the support mate, it means a lot to me! All the best to you :)
@@MattAspland hello I was wondering how could you add animation to this?
I love this tutorial, for 2 reasons mostly: A) You used X/Y formatting for collectables display, other tutorials use 2 different binds B) No matter how many collectables we set up or randomly spawn, max number of collectables is automatically calculated instead of manually added. I love details like that!
Nice and simple design here, and the fact that it's dynamic is a huge bonus. I've got 'Gem Collectables' in my game, and this is a nice way to drag and drop gems as I see fit, which automatically updates the {Y} (of the X gems collected) really nicely.
I also matched this with a vector parameter on my material, which randomly assigns 1 of 7 colours to each gem. Awesome dude, thanks for sharing this with us!
Haa now its official the next gamejam will be even better with these awesome tutorials:D
BTW has anyone else noticed that no one ever dislikes matts videos? lmao no one should
Which tutorial are we supposed to use for the door opening segment?
I love this but there is a major issue. If you start in a different level and go to the level that has the collectibles it says there is 0 collectibles to collect and even if you collect the collectibles it won’t open that door.
Edit: I’ve localized the problem. It’s in the BP_ThirdPersonGameMode. It’s because the Event Begin play only does it once at the start of the level you begin with. If you use Event Tick instead it forces it to work across different levels, but it is a bad solution because one it’s event tick and two it messed up how many collectibles you collected when the widget appears to show how many you collected. I hope Matt eventually does another tutorial for this series because I can’t think of a good way to get it to work without event tick.
the only prob with this solution is that it just shows u 0/3 for example Collectet and Y goes down, sad that it doesnt work like intended in the tutorial
In 9:19 when i search for integer - integer i get another node which i can't connect it with collectables left and connect it with x, btw i am using ue5.1 any ideas?
Just use subtract symbol ( - )😊
Press the - button two times then enter, youll get the result that you need. It worked for me now, I use the latest version of ue4 by the way.
I am on UE5 but will this still work? I am half way through the video and im stuck on the part where you need the "Integer - integer" because it does not show that component for me. Any fixes to this?
Ive had the same problem. But UE5 added most of the minus and add integers as minus and add.
Using the normal ones works just as good!
Thank you for making this!! You are SUPER helpful.
As always, an outstanding tutorial!
Thanks brooo! Your are making a really great tutorial 0_0!!Thanksss again
No problem at all bro! Always happy to help :)
Wow this is so important and yet so simple to do, i really apreciate this tutorial Matt huge Thank You
Amazing tutorials on your channel , really helpful, thanks a lot !
thank you ,realy helpfull tutorials ...(tip for those who dont want to press a button to collet coins or open doors like i wanted :D ...i just add a sphere collision and instead the KEY to press just do OnComponentBeginOverlap on that Spherecollision and connect to the rest of the code instead of the button to press) :D
Than you, Matt! Your tutorials are fantastic. :)
Always surprising us !! Could you show us how to do a cinematic intro before starting the game? I would like to do an intro when starting my game, getting out of bed and only then starting the game, but I couldn't find a tutorial! If possible please do a tutorial, I am afraid that maybe many possibly need this tutorial! You are phenomenon brooh :D
Thanks for this and the other vid. Very cool, and you taught the fade Hud animation. I was able to adapt to what I wanted.
Hello! For some reason my "project" picks up when I collect the collectibles and changes the X value but the Y value stays at 0. Any tips?
I am also wondering this as well.
thia is really good tutorial. That was exactly what I wanted.
I have a suggestion for another tutorial too: How to make writable text like if you press on a box it will let you write something like a textbar or something
Thanks a lot man, and great idea! I can add it to my list :)
THANK YOU!! (Finals week and this helped me so much)
Good tutorial. I take it you can report how many items are missing when you get to the door by adding get the remaining number of collectables and adding to the failed state.
I'd like you to do a tutorial for when you don't have enough collectibles to open the door, and a widget pops-up for it. Also, thanks for this tutorial, helped me :)
Thank you very much for these helpful tutorials!
You literally saved me
What if i want to collect different objects which i then need to place on podeums first?
Thank you for this!! How would this work if you have different components, instead of the same object? Like if you would have to collect one square, one sphere and a cone before the door would open?
Works for me in Unreal 5.3, great tutorial
Amazing example. It was very useful for me. Thanks alot!
Do you know how to make one with different objects?
Worked Great ! Thanks !
You always have what I need, thank you so much
hi, can you help me? when im cast to thirdgamemode why variable "Collectables Left" and " Total Collectables" can't connect with cast to thirgamemode?
Love this tutorial. Although I've ran into an issue were i have a - mark appear next to the number which is the X value? Everything else works perfectly.
great tutorial!
my idea for next one: user writing a name for save file or character etc.
Thank you so much for the tutorial!
Hey! Thank you very much for the clear tutorial. I have one question tho :)
How to make the system be able to recognize different collectibles?
For example, If I have to collect stones and wood, how to sort them in a different list and be independent from each other> Thanks!
Did you ever figure this out?
Excellent tutorial. Thanks. Just a quick question. How do we link these codes to open a portal to access the next level? 🤔
Could you try to re-make on UE5?
Nice one mate :) thanks!
Hey, Matt great video!!! I'm stuck on how to make the game display a game over screen instead of unlocking the door you have included. how would I achieve a way to display a game over screen after the player has collected all items???
did you find a way
@@zolvh bro I posted this a year ago, idk what I did but his discord is great for help :)
where did the code in the door exit and the door exit come out of
Nice job Matt! So how would you connect this to open a portal to another level after all items are collected?
I would also like to know how to do this. I tried connecting some nodes together to see if it will work. No luck yet
I just figured it out!!! Im not sure what setup you have but at the 13 minute mark of the video is what you need to pay attention to. I have my game set up to spawn a level transition/collision square/wall after collecting "x" number of collectibles. I have an on component begin overlap event instead of the press "e" so that they automatically pick up. Get all the coding goodness in there. The changes happen after the branch. I added a Start Camera Fade node with the target being a camera actor manager. Then a delay node and then the Open Level (by object reference node). Hope this gives you a little something towards your goal.
Just wanted to day I'm learning more from u than my college 😂 keep up the great tutorial!! Oh for your next video in stead of Collectables could u do it e.g 3 balls in a basket add to 3 and transfer into a door being open with light indicators or can I use ur concept of this because u wouldn't use the third person BP for it? If not don't worry about it!!! Thank you for ur content probably would of failed if it wasn't for u much ❤
I apologize for suddenly asking you a question!!
First of all thank you for making such a great video!!
I stumbled upon a variable called collectableleft.!!
i didn't make this!!
Which video should I watch to find out?!
Or can you remake the video so that it is complete with only this video?!
thank you for listening!!!
Hello Ive a question. Let say i want to create a game where it has multiple tasks that needs to be done by the player. However, in each task, I want to restrict the player from holding certain items in the level and can only hold the items that is required for a specific task. For now, Ive created an actor to watch all the task completion but it looks like a spagetti code now as theres a lot of loops, collision enabling, and booleans to be unchecked or checked. Is there any best way to create a better task management system?
How could i do it so that i can have multiple different models
You legend!
All the best to you bro!
Hi! I really need to know how to get the "collectibles left" node. I'm using the newest version of UE4. 4.27.2. But for some reason, it doesn't have the node and i don't know why. I've been looking for ways to find it for like 4 hours straight and I REALLY need this node!!! Please tell how!
Hi, followed steps but when i collect the collectible, it starts at 4/2, then i collect the next one, 0/2. Is there a way to fix?
so if any of u guys have the problem with it not responding in an other world, i got a workaround. So basicly u leave the x out of the formattext and just write "{Y} files to got to the exit car" or something else ur game has to search for, then it should work normaly. Hope this helps!
How i can make a progress bar instead of a text? Please i'm a little bit crazy about this
Im trying to make it so it makes a win widget appear on screen however any time i do it it does not work and i've tried a few variations im worried im doing it in the wrong place or using the wrong inputs
Please tell which video can i watch to make the door please
I don't see "get collectable left" node in collactableBP. Why it can be?
I have a question, I cant open the door with the ¨O¨ when I press nothing happen.. Its not the first time I see this issue that i cant resolve. You know why thats happen?
Hello Matt, first off thank you for the abundance of videos! I have been working my way through this tutorial, and have my items/counter working great. My issue is unlocking the ability to open a door after collecting all items. I used your video "How To Use Level Sequence | New Matinee | Opening A Door (UPDATED) - Unreal Engine 4 Tutorial," For the door opening portion of my project (also works great). The end of this video shows the door with a bit of a different set up. Is there a way you would recommend using a collectable counter to control the ability to unlock the door with video I mentioned? As of right now, I am a bit confused how to make them work together to keep the door locked until all items are collected. If you get a chance to respond, Thank you in advance!
Hello Jacob did you get it working? I'm having the same issues, and could use some help on that part aswell
Cheers
This is great! Do you think you could do a tutorial where you collect items in a level/game to unlock a bonus level?
So, it won't work for me. It's because i used collectibles less instead of collectibles left. But the thing is, I don't have collectibles left. Why is that? Is there a way I can fix that?
Hey Matt, can you show how you got that door exit BP? It's the only part that's stumped me. I'm also using UE5 so if you can, let me know any differences I should be aware of. Thanks!
Hey guys i need some help with something like this i was wondering if there was a way to make the game end when you collect all of them instead of opening the door if you know a way please let me know😁
Do you have any plans for opening up a Patreon?
Hey mate, I actually opened one up a week or 2 ago :)
I'll link it below if you want to check it out, thanks for the support in all ways!
www.patreon.com/MattAspland
ruclips.net/video/Re5rLSky5u4/видео.html
How to replicate that so that all players (in multiplayer) also have the items collected? please
Thank you for the tutorial! At the 9:46 mark, when inputting the node with Integer - Integer, it is not available in UE5.3. Is there a workaround for this section? I would love to use this code in the game I am developing. Thank you!
It should be there I think. I think it might be called "minus int" or something similar. It works for me
Press the - button two times then enter, youll get the result that you need. It worked for me now, I use the latest version of ue4 by the way.
i think u use substract
My variables get collectables left and set dont appear when I need to choose as third person game mode. Help please T.T
I know this is a bit old but how can i open a LVL after i collect the max amount?
Hey Matt you are my favourite gamedev by far. Is thier any chance you could make a video on 'learning' new skills or abilities? Say you wanted to add a spin attack to your standard sword slashes or jump kick to your melee, how do you implement it after an event is triggered?
Hey mate, thanks for the support! :)
I can add that to my list, you'd probably want to use Booleans, i.e. "can spin attack?", and check to see if this is true when doing a normal attack, and if it is true, do the spin attack, if it is false, do the normal attack (or nothing extra).
@@MattAspland I mean more like, you do a quest and can only use new ability or new whatever after said quest, or any event if your choosing, would you just do Boolean and set the default to false, and then set true when custom event quest xyz completed?
@@MattAspland I’m also brand new to all this game dev stuff, and trying to create a spell that’s like a portal redirection, someone fires a spell or arrow, you cast the spell and everything goes slow mo, you get to place a portal anywhere for receiving object, another to exit, then play speed goes normal and then the thing goes through the portal, I know you did a portal video but I’m struggling to figure out how to add the slow mo, place the portals Away from the character, like you don’t just spawn it in front of you it pops up and you can place and rotate it anywhere same wit. The next one
Yeah exactly, you'd set the Boolean to True when you've unlocked it. And great idea man, I love it! For figuring out the slow mo, this video might help :)
ruclips.net/video/hjXR0JCGg5U/видео.html
@@MattAspland combining that with your portals video will help a lot, anything on how to spawn the portal then be able to place and rotate it? Sorry for all the questions
Hey Matt, So how would you take this to the next level. Meaning, where you have it tally the total you need for each level and also keep a running tally for the whole game? Your help would be greatly appreciated.
Great tutorial thanks
Why does that jot work for me?
Btw.. i didn't used the thirdperson i wanna do it on first person but it doesent workd every step works but at 13:30 i get stuck i cant get the variable
how replicated for a multiplayer game ?
Hi did you find the answer?
for some reason set/get collectables left cant link to cast to thirdpersongamemode
hi< I am doing this for my coursework at college, how do I do it wear it ends and wins the game after collecting them instead of opening a door?
Thx man
Always a pleasure :)
Thank you so much. Do you have a video where you show how to collect everything inventory?
Thank you so much! Can you make a video on ice that is slippery for the character to walk on? Also maybe a floating companion that follows you?
Could you do the same tutorial just for multiplayer? Or show whats different?
This would work well with the randomly spawning items tutorial, great stuff. Thanks Matt 👌
Great idea man, always love linking tutorials! Nice one :)
what about if you just collect all of the items and just kick you to a another level or back to the menu
does this work the same way as if there is collectable easter eggs which get added to a in game collection
It should work similar yeah, and you can maybe make unique ID's (integers) for each item you pick up, so you know which item you have collected.
ok thanks for the useful info and tutorial! 👍
Thank you so much!
I am making a level prototype for my university final project. I used this tutorial together with spawning collectables in random locations, but instead of door, I have a portal that is activated when collecting all gems in the map. For testing I placed 6 gems and had 2 of them spawn in at the start of the game. I figured it out and it worked, however when I used your tutorial to make a main menu, after I press to start game, instead of 2 gems available and 4 missing, it makes 4 available and 2 missing. How can I fix it ?
Im having problems getting the door to open after collecting items
Same here, and I followed every single step.
Hello, I was wondering if you could help with a little problem. I want to make my bookshelf slide open after collecting all of the collectibles. I have both the logic for the collecting and the sliding bookshelf part, but I want to somehow connect the two together if that's possible? So that it does what I want. How do I go about doing that?
Thank good, this helped me so much🤗
Glad it helped!
how to do remove the widget off the screen if u created a collect items first widget but it just says on the screen
having an issue where the star gets collected but the widget counter does not always update with the amount collected. happens maybe 25% of the time. anyone know how i could fix?
Plz Make a video about mobile touch controls
Is there any way I could do something like this but with different item models? Also your channel has really helped me with my coding journey!
Have you found any solution for this?? Cause am searching about this too
Nah sorry mate i suggest ue4 forums they usually have the answers
Hello Matt. This video helps a lot. However, I want to apply these mechanics to solely a level instead of the entire project which is the gamemode. Which Cast To and Get nodes do I need to apply them to a specific level?
Noice, I combined this with an on/off light switch
always perfect
Hey I want to make it open a new level in stead do you know what i would do?
Bro, you don't showed in this video how to make "Door Open" what is ?
I tried to make this tutorial two times and not working..
8.55... sorry about this, but i am not able to put the from the game mode ref the get total and other collectible var... any ideas?
Thank you in advance
another gem in under twenty
how do i interact simply by overlapping the PC with the trigger to interact with the collectable items instead of using the e key
thanks alot
It's a pleasure :)
heya! trying to use this code for a project, but might need a hand. instead of collecting one object that has been copied, i'm trying to collect five different actors. do you know anything that could help me with this whist using everything in this video? thanks m8!
Hi so what I want it to do after all 5 are collected instead of opening a door I want a wall to disappear
how can i do this in multiplayer and all player shares the collected items
How do change the name that appears when picking up the item?