Lock / Lockpick Component

You should use your interaction system. For example: trace test under cursor > call interface “Interact” > Call Open door (inside actor with a lock).

Hey there,

Any idea how to easily reset the lock to a locked state. For example when loading back to a save where the door was locked, or if the player re-locked the door? When I set the “opened” flag back to false, the door opens as soon as I interact with it, I’m assuming because the pins are all still in the “correct” position. Thanks,

Try to set “PinPositions” array to “PinsInitPositions” array.

Hey guys, should i start a new project or I can add this component to my project?

Hi there!

AlFlakky, or anyone else, could you please provide a quick more in debt guide how to use the interaction system. That is; how can I get my custom Action Mapping to work to access locks minigame (keybind is either done by mouse Left Click or E)? When I have a custom Action Mapping set with Left Click, I can’t access the locks game anymore. As it is with the screenshot, it does not work…

Thank you!

@TheoT, Hello!

You need to set this input inside main character, not doors. They just recieve Interact event from character.

Hi!

Could you kindly clarify this a bit further? I tried putting the command in my firstperson character with no luck

ue1.jpg.

@TheoT Check out the Demo Character.

You should change “E” button event to your one.

Hi!

Thanks for your response again. Checking Demo Character was useful and I copied the setup from there but when I link it to my custom action mapping (E and left mouse click - I really need it to work with left mouse click), I can’t get it to fire when using the left mouse click. With E or any other key it works but not with mouse command.

I have another item that is activated when left mouse is pressed over it, but I would need it to work with the lock system also. I am sorry that this is not really right up the alley with the lock system but I am struggling how to make the input system function so that left mouse click activates both interact call on locks and in my other item. No it works only with the other custom item I have also activated with left mouse button input…

Do u use Interface system on other items to interact? If so, just add this interface and the event to a door. If not, than you should check, whenever u looking at the door or not and call interaction event.

I think you need to check some tutorials about interfaces and interaction. It will help…

Thanks that worked!

Impressive system. Very easy to integrate. Would you consider adding electronic locks with keycode and hacking to lockpick it? Would be cool to have electronic locks and some basic hacking system for it, something similar to Deus Ex but maybe simpler.
Great work.

Thank you! Not sure about el. keylocks right now, as I got plenty of work here. But this is a good idea though.

Maybe you would be able to do this at some point in the future as an additional asset in marketplace or as an update to this one. I would buy something like this as additional asset as well, as there is no such system or anything similar in Marketplace and I am looking for such thing for my game. Thanks for your work anyway.

Looking to buy this but when 4.16 is coming?

Hi. You can simple open my pack in 416, everything should work fine. I’ve checked it yesterday.
If something won’t, I’ll assist you to fix all the bugs.

is there a way throw blueprint to change Lockpicking Minigame inputs in runtime ?

Hey um i know this isnt normal for you but I bought this pack and was trying to get it to work with Conan exiles as a mod. And After fixing the Player / pawn to correctly target the place and what nots… I ran into This issue… The screen would darken so i know the Lockstudio_widget is doing it thing… but I dont see the Lockpick showing up in front of the screen and im only using Lockpick_rotation for start. If you can get back to me Asap or if you have a discord Name we can talk privately over there. :smiley:

So after some digging the final product that Ive gotten is a Dimed area with a black square in the middle of the screen But no lockpick_rotation. I Did do a fly by camera and it does exist (spawned actor) of it. Did anyone come across such issue ?

Disregard this The scene capture on the blueprint was too far forward it was working all this time just had to move it back