Beginner needs help - Door Mechanism

Hello everybody!

I have a question, being new to this and working along with youtube videos and chatGPT.

I have been trying to make a door open and based on chatGPT’s proposal, I would have to make a blueprint for Door, use the one for my character and one interface as a common ground between the two.

Now, I have set the blueprints but the door still won’t open. I know I have to move the timeline after the branch, remove the two functions (I am writing from work right now, that’s why I am saying that I will do them and not actively doing them). Would that fix the issue?

Also another problem that I have is that while the door is closed I can still pass through it, but I have collision on it.

I think that this is it for now! Thank you for your time again!

This is why GPT is garbage :smiley:

Better of with this

followed by this ( if you want to use an interface )

There is also an AI assistant here

Don’t know if it’s any good though…

@ClockworkOcean From what I see, he didn’t use any interfaces for that door, while even if chatGPT sucks, he gave me a good reason to use them. Practically it is reusable once I set it. Should I not work it like that and go with something simpler? I have seen many tutorials, several solutions but only chatPT proposed to me to use an interaction interface.

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That’s just because I can’t find a vid with both. You can get the door concept from one, and the interface concept from the other.

Because it’s early days, you might find that the crucial reason for using interfaces escapes you for a while yet. That’s because you have to go through the experience of not using them first, to understand their real advantage.

I didn’t get the point of interfaces for about a year :rofl:

From your picture, I can tell you, it would probably be handy if the open and close door events where connected to the timeline

I was thinkning of removing entirely the open and close functions and connect directly to the branch, would that be oversimplifying?

In the beginning, anything that makes it work :smiley:

So, yes, try that.

Just put a ‘flipflop’ on the interface call.

You mean before the branch? I have never heard of that flipflop thingy

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Like this

But this is what I mean with interfaces. They are totally actor independent, so you would never call it ‘open door’, because ‘interact’ is more generic and can be used anywhere, on anything :slight_smile:

Ohh so Flip flop allows you to connect practically one execution pin to more of them.

For my character I worked it like that and not with a trace line and aside from the End overlap where I shouldn’t connect the other actor with the set Current interactable pin in the last node, does it look ok? Sorry for buzzing you, I am just happy I found some solution :smiley:

Does it work yet?

I will be at home in about 4 hours and won’t be able to get near my laptop for a total of about 6 hours because I will play with my son so that my wife relaxes a bit. Till then unfortunately I won’t be able to give you the results :smiley: but you have already goven me more than ChatGPT (not that he did bad, he helped me set a roadmap). For sure I will be back!

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@ClockworkOcean I was thinking, what if instead of flip flop I just connect the True execution pin to play and the False to Reverse on Timeline node directly from the branch? Is that bad practice?

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It’s not bad practice, but it won’t work :slight_smile: ( I think you’ll find )

I went directly to FlipFlop, very fast and easy to implement with an interface

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Good stuff :star_struck: