Trouble duplicaing doors.

Hello, I need help with needing multiple doors in my game. So, i have a working door that opens and closes. I even have the code working to make a door lock. However, when i attempt to tag a door to a key to make the key unlock THAT door only. It fails. I even tried to duplicate the working door so i can change tge mesh to have a different appearance so you know what key goes with what door (i want multiple) Please help. Any help would be appreciated.

Can you share the blueprint of the key and door? Including how the player “holds” the key after being picked up.



IMO this is the issue. The interact should trace and try to execute the interact interface function if something is hit.

What about this one? this was my original code. I Nee like 5 doors. 4 that each unlock with a spcific key. As I said the problem is that I cannot attach the keyBP to the duplicated door.



Ideally, the interact trace should only call an interface function, without the pawn knowing what it’s interacting with. This keeps things modular, whether it’s a door or something else, the object handles the interaction. The door itself can then query the inventory or quest system to check if the required key item has been picked up.

I’m assuming this is from the key blueprint. How are you assigning the reference to the door?


If you let me know what engine version are you using and I can share a project with a working example.

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I am using UE5 and using the eyedropper in the menu on the right to select as shown in the pics with the doors. Its what the YT video tole me to do. However, when i tryvto set some of the doors to be locked and unlocked, nothing works. They are only locked or unlocked. As previously mentioned i need 5 different doors. 1 unlocked. 4 different doors with an ability to match a key to it. So, one door will have a ruby on it and will only open for the ruby key.

This is the way to go when one actor has to communicate directly to another actor.

I’ll go over a set by step how to get it working to be sure i answer any question you might have about what is needed to get this done.

1. The character blueprint

The character does not need to know what it is interacting with. So all we have to do is try and call an interface if something was hit:

2. Key blueprint

We “pick up” the key on overlap. Its only purpose is to tell the door it references to unlock, then it destroys itself:

3. Door blueprint

The interact event is called when the player interacts with it. It only opens if a key has told it to unlock:

This is the function that changes the bool to unlock the door:

Hope it helps.


Here is a working project (UE 5.5.4)
MyKeyLockedDoor_UE554.zip (103.0 KB)

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The only problem I seem to be having is here. I cannot find the nodes for this section.

Here: https://youtu.be/8Bso2-cRYUk?si=KiRz35cHR4mG9HWo

Nothing is working. Ill have to go through on my day off Monday and see what I can see.

Hey there
A problem I recognized is that you forgot to connect the Boolean return values to your branch condition. This in facts, makes your tag and interface check meaningless. So Try fixing it.
Drag out from Does Object implement Interface Node Return Value outpin to Branch Condition input pin.
Drag out from Actor Has Tag Return Value out pin to Branch Condition input pin.
Let us know how that goes.