Advanced elevator blueprint

Trying to set “use button” calling the event but i cannot use with the Vive triggers the button, any idea how i can set it up?

Hello, thank you for sharing such a great piece of work! We are currently in the process of customising for our project and wanted to know the logic for the inner panel with regards to how you detect the correct button, as we would like to change the layout and size of panel for our project. Any advice would be greatly appreciated.

If i remember correctly, I was a bit lazy, and calculated the button number from the height above the elevator floor (line trace hit location height).
It would be better to create separate buttons and check the hit mesh of the line trace.

Hi thanks for your help with that, just for extra help for others as one of things that confused us was the divide by 6 and then minus 3, the reason for this was you your buttons are 6cm tall but they start 12cm from the bottom of the panel. So dividing by 6 takes into account the height of the buttons and then the minus 3 takes into account the 12cm and because we want 0 it takes an extra one off. Hope this helps anyone planning to build a new panel!

That sounds great! or They could make the ‘0’ floor: represented in game as ‘G’ for Ground
Woody.

Thank you!

would it be possible to make this replicatable? for a multiplayer game.

How I can make (in easy terms) interaction logic? I would like to integrate it into a separate actor class and not use the interactive one.

You look at it with the DOT in the center of the screen over ‘button’ then pressthe ‘E’ key on your keyboard.

Override Game Mode in World Settings… BP Interact instead of 3rd person./