This is awesome, thanks! I wanted to make double sliding doors, so I found it a little tricky -- I made timelines for each half, going opposite directions, and then wasn't sure how to trigger both; I found out that you can use "Sequence" to have the outputs from each Branch go to each timeline's play and reverse, so you can trigger two doors at once. That way you only need one each for the activation and deactivation sections
Thank you for making this video! Ive been using activatable objects in the level ive been working on but ive been drawing a blank on how to make conditional activations requiring multiple items to be activated. Very helpful!
I noticed the value can go under 0 if you are quick with movements, so a good idea would be to clamp the active triggers, using 0 as the Min and the Needed switches value as the max. Can add a Text Render component rooted to the door mesh to debug/ visualise this. Just append the Active and Needed int values and put a slash in between, then set the text of the Text Rennder using this this return value :))
Awesome video thank you! Dose anyone know how to make it where only an item can activate the box collider? I don’t want the player controller to be able to activate it. (it’s for a puzzle game. They need to find an item then put it on the collider and band door opens) Cheer!!
0:57 Damm, how every single tutorial creates an actor blue print, and they have in the ADD button a bunch of options, my add just have fell items like variable. lol after quite some time, if you also don't have the component part showing up in unreal 5.3, at the menu bar, click on WINDOWS, then check COMPONENT. I have no idea why the heck it is not enabled by default
Hello, thanks for the great video, although wanted to know if i wanted the door open for a longer time after pressing the switch what should I try this with. Do let me know thanks!
Instead of custom events, create an interface called "activatable", with 2 functions, one for activate(open), one for deactivate (close), then have an object on the switch of type actor called activatable item, then in the functions on the pressure place you check if the connected object uses the interface, if it does then you call the functions, now your pressure plate works on more than just doors .
The simplicity of how you referenced another object using that variable was a revelation to me. I thought you would have to "cast to b_door" to make it work . Thanks for the video!
Okey nice but what if i want it to trigger only when a set weight is reached For example i need 100kg of weight befor it triggers this seems to be hard to find any info on
Hey I tried this and is working awesome, question is there a way to use an specific cube ? so for example 3 different cubes but only 1 of them work with the switch, I was trying to do that by setting up the cube for activating the switch but doesnt work sadly, any tips ?
HI thanks , works in VR ,I got things back to front somehow ,will sort it out in the morning ,great tutorial esp the part where you say to click on the default scene root , that was tripping me by parenting things, such a small thing, was frustrating ....gg
How can we do correct shape detection switch? For example, player needs to bring the designtaed shape (cube or pyramid or other) and make door open only the correct shape has been place on the floor switch.
@BuildsGamesWithJon can you do a video for like say making it so players have to press a button to push a heavy cube... and it only goes in the direction the player is pushing from... with animations???
Love your videos. Please make a tutorial on level optimization, especially how to purge all unused assets. My project has lots of assets from various marketplace packs and I don't want to break any references !!!
great and easy tutorial, thanks! I've noticed one bug though.. When door needs two button to be pressed I can put something on one button, like cube for example, and my character step on this exact same button then door will open also :D I don;t know if it's the general bug in this or I've done something wrong. If someone know the answer or know how to fix this I'd be greatful :)
Replaced to (Needed > Active) OR (Active == 0) on the End Overlap side. True will go to Reverse side on timeline for this. That solved the first part. Still counting player as second.
You probably.. duplicated the default value of the variable "PressureSwitchesNeeded" and renamed it to "PressureSwitchesActive"... now both there values are 1.. To solve your problem: Set the default value of "PressureSwitchesActive" = 0 Set the default value of "PressureSwitchesNeeded" = 1 (minimum 1 or xx amount as needed)
You probably.. duplicated the default value of the variable "PressureSwitchesNeeded" and renamed it to "PressureSwitchesActive"... now both there values are 1.. To solve your problem: Set the default value of "PressureSwitchesActive" = 0 Set the default value of "PressureSwitchesNeeded" = 1 (minimum 1 or xx amount as needed)