How To Open A Door With Mouse Drag | Amnesia or Phasmophobia Style – Unreal Engine 4 Tutorial



Hey guys, in today’s video, I’m going to be showing you how to open and close doors by using your mouse and holding left click and dragging the door.

#Ue4 #UnrealEngine4 #Ue4Tutorial
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00:00 – Intro
00:15 – Overview
00:40 – Tutorial
14:51 – Final Overview
15:18 – Outro
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39 thoughts on “How To Open A Door With Mouse Drag | Amnesia or Phasmophobia Style – Unreal Engine 4 Tutorial”

  1. Another great video. One suggestion for modifying the blueprint would be to use the nodes "Set Timer by Event" or Set Timer by Function Name" in place of using Event Tick. The timer would only run when the player character is looking at the door (or you could add a trigger volume). That way you could have many doors in a level without worrying about them all executing the branch check with every tick. Just a little more efficient.

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  2. This is cool, but the door doesn't really react like you'd expect when opening from one side (moving camera to the right when trying to swing door to the left). Also if you have more than one instance of the door in your world. The first door opened is the only one that opens. The rest just open and close the first door clicked on.

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  3. Bro! Help me please!
    I made the multiplayer game, and I have answer. How I should cast to all characters? U cast to single person, but I have 5 players in game. How should I do. Help please 😿🙏

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  4. Great work! I came here because I'm looking for a solution to create the valve wheels from amnesia where the player has to move the mouse in a circle to rotate the valves. Do you know how this works and is it possible that you make a tutorial for that? Thanks in advance

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  5. I keep experiencing the weirdest thing, i’ve double checked the blueprint to make sure it is correct yet when the door is opened in the reverse direction it glitches and swings very fast all the way to the max turn angle.

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  6. How to make the sound of opening and closing the door so that the sound is put on pause when you do not open the door and when you continue to open the sound continues from the same place. I want to make the door creak. I'm sorry about my gnarled English. I'm from Russia✌️! You're being watched by an indie studio from another country. Rejoice)

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  7. My only issue with this (and I've been struggling for days to figure this out) I just really wish the door would follow the cursor if that makes sense? Rather than it turning dependent on the way you turn the camera. And I would like for it to be more clear on how to limit the door to only opening one direction

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  8. I generally like your tutorials and thank you for sharing your experience and knowledge. But this video is terrible, I followed the same instructions and I have multiple bugs and issues that makes no sense and you didn't show or say something about these.

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  9. I'm having a problem, using the standard first person package, it isn't recognizing the hit to the door. When I get to the branch just before the CasttoDoor, it always returns a false. Even when I turn on the linetrace visibility, I can clearly see that the linetrace is penetrating the door

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  10. It's a good tutorial, thank you!
    But there's one problem, now the other side of the door is flipped. Meaning that the direction of which you move the mouse is opposite to the direction of which the door is moving.

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  11. By default the SM_Door asset doesn't appear to have a simple collision box– maybe just in newer versions. I think this is the main problem people have had in the comments if using that specific mesh, so either swap it out or keep reading below.

    To remedy this, find your asset (not the blueprint) or click the magnifying glass at 1:09 to jump to it. Open it up and at the top (File, Edit, eg.) select Collision, and add [Box simplified collision]. You can go to (Show)->SimpleCollision in your viewport to verify the green box around your door now. Save and close.

    At 5:36 change Draw Debug type from None, to Duration. This will enable the line trace shown in the overview and let you troubleshoot if your trace triggered by LMB is hitting the door or just passing through it. If you were missing a collision box, after completing the tutorial you were likely either unable to interact with the door or just seeing a red line shoot through it.

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  12. Awesome video. Thanks. But does anyone know how to make same thing in UE5? I got stuck in a moment when you have to "get turn rate". There is no "get turn rate" in UE5.

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  13. Thanks again, Matt, but I've got an issue. If I rotate the door with a big max open angle , the door mesh enters into the wall , making it feel like there is no collision. And if the main character stands in front of the door and tries to open it , it won't stop. But I want it to collide with colliders and seems natural. How can I do it?

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  14. I am using UE5, but the issue I am having is, the door is turning opposite what I am doing, so if i move my camera LEFT, door goes right, I turn Right Door goes left. Also noticed is their a way to do it When Moving Up Move the door away Like Up = Left, Down = Right? So it would look like you bringing the Door Closer to you and away?

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  15. Thanks Matt! Your Unreal tutorials are the best on youtube and you always seem to have just the right tutorial for whatever I need. I adapted what you taught in this one to using a crank to reset the arm on a trebuchet in my game and it works perfectly!

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  16. When I've dragged two of the drag door BP into the map, only the most recently will open even when looking and attempting to open other doors. Do I need to create new BP's with different variables for each door?

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