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How do I make a door like SCP: Containment Breach

How do I make a door like SCP: Containment Breach

Product Version: UE 4.18
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asked Dec 05 '18 at 03:26 AM in Blueprint Scripting

avatar image

Brownie Shytles2
1 1 2

avatar image Tuerer Dec 05 '18 at 07:00 AM

I looked it up and watched a few minutes of the gameplay. In the very beginning there are at least 4 different types of doors, what exactly are you looking for? A link to a video with a time code would be helpful.

avatar image Brownie Shytles2 Dec 05 '18 at 09:41 PM
avatar image Brownie Shytles2 Dec 05 '18 at 09:45 PM
avatar image Tuerer Dec 05 '18 at 10:15 PM

Sorry, but all I see is a simple standard door with a button that doesn't even open. No particular functionality, nothing. What exactly do you want to make?

avatar image Brownie Shytles2 Dec 05 '18 at 11:07 PM

Ah wrong timestamp, correct one 5:18

avatar image ThompsonN13 Dec 05 '18 at 11:22 PM

for both doors you could enable input on overlap and disable on end overlap. then have a input event for opening the door.

for door movement you could use a timeline that goes from 0-1 over a few seconds, then use the timeline as an alpha for a vector lerp. you could then attach the update pin to a set relative location node and set the value of the lerp A to how far you want the door to move say 200 on the y axis, then set the b value to 0 on all axis. this will make the door slide along the axis to the point specified in local space.

for the keycard bit you just need to do a check prior to the timeline to see if the player has the needed card. the key could consist of a bool variable in the player character which gets set to true when you overlap a key actor in the level. then in the door script you would get player character -> cast to (insert player characters class here) -> then off the return value pin get keycard bool.

its all rather simple and theres a million tutorials on it out there.

avatar image ThompsonN13 Dec 05 '18 at 11:28 PM

i didnt watch the video until after but for the button press at 520ish you could use a separate actor if you wished or do it in the same door actor as well. all you would need to change is the event which starts the script.

the one shown in the video is probably done using something like a bp interface (theres a good video on these on the unreal engine youtube channel.

avatar image Brownie Shytles2 Dec 05 '18 at 11:43 PM

Thanks! You mind sharing the video with me?

avatar image ThompsonN13 Dec 05 '18 at 11:52 PM

id have to search for it which i dont have time for at the moment but just look for one called something like blueprint communication. never mind did a quick search and linked it below.

https://www.youtube.com/watch?v=EM_HYqQdToE

avatar image Brownie Shytles2 Jan 16 '19 at 07:45 PM

Hey man, I got a another question for the door blueprint system. How do I make it so that I don't need to directly point at the door to open it and need a widget every time I am near it. Just like in this video: https://www.youtube.com/watch?v=TgWv4Shqc7U Thanks!

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