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    [RELEASED] Physics Interaction: Doors and Locks

    Hey everyone,

    Physics Interaction: Doors and Locks is a system for adding physics simulation based interactive elements to your project. It is compatible with VR as well.

    Marketplace link: https://www.unrealengine.com/marketp...hests-and-more

    Click image for larger version  Name:	PhysicsInteraction_DoorsAndLocks284x284.jpg Views:	1 Size:	20.6 KB ID:	1431559








    Preview:


    Features:
    • Easy to set up, easy to use, easy to extend
    • Ability to check if Interaction input got used for interacting. Can be used to use same key for both Interacting and any other action (e.g. firing a gun)
    • Supports First person, Third person, Top Down, full VR, and probably any other type
    • Multiple detection methods such as tracing, mouse cursor or custom mesh collision
    • Mesh collision detection prioritizes grabbing Lockset over Openable. Useful for preventing accidentally grabbing door when intended to grab handle in VR
    • Select any actor as a key
    • Basic inventory system for picking up keys (not visual, just a string array)
    • Ability to use custom Collision Profile for Openable and Lockset meshes
    • Basic, modifiable sound system for playing sounds when certain events happen e.g. door opened, lock got unlocked, etc.
    • Save created actors as templates (prefab of multiple actors) to spawn without needing to copy paste/rebuild
    • Easily access events from other actors and extend functionality of system itself







    Updates:
     
    Spoiler


    Extra Guides:

    Template First Person implementation
    This guide will show how to use same Fire input to both interact and fire the gun as default in First Person Template:
     
    Spoiler


    Template VirtualReality implementation
    This guide will show how to implement this system with UE4 default VR template:
     
    Spoiler


    Known problems/solutions:
     
    Spoiler


    Demo characters in the project are not meant to be used as starting point for your character because PlayerController used for them is very specific to the demo.

    Special thanks to Peter Ryan aka TorQue[MoD] for testing, making better models and sounds, and giving some ideas ​. He is the founder of Apeirogon Games, please check out his site: http://apeirogon-games.com/
    Last edited by Nicat; 04-11-2019, 03:13 AM.
    HeadsAndBrains
    MARKETPLACE | YouTube

    #2
    First update is live which adds a new feature, changes map and player controller to match the Demo project. Here is changelog:
    1. Added a property to Openable and Lockset for attaching actors. Can found in Static Mesh - Show Advanced > Attached Actors,
    2. Made map same as demo project,
    3. Made Player Controller same as demo project.

    Notice: updated Demo after this update was published. In new version of Demo, added a help menu with Controls, 2 quality presets and exit button.
    Last edited by Nicat; 02-21-2018, 06:41 PM.
    HeadsAndBrains
    MARKETPLACE | YouTube

    Comment


      #3
      Someone else is bound to ask, so I might as well : Multiplayer support?
      Rule#21: Be polite, be professional, but have a plan to kill everyone you meet.

      Comment


        #4
        Originally posted by Kris View Post
        Someone else is bound to ask, so I might as well : Multiplayer support?
        There is no multiplayer support and we don't have definite plan for it, however it is not out of question either
        HeadsAndBrains
        MARKETPLACE | YouTube

        Comment


          #5
          Hi Nicat. I think you forgot to add a locked sound option? My testers are confused weather which doors are usable. Can you add this for an update?

          Comment


            #6
            Originally posted by Architect3D View Post
            Hi Nicat. I think you forgot to add a locked sound option? My testers are confused weather which doors are usable. Can you add this for an update?
            Hi,

            From what I understood, you want to play a sound when you interact with a Lockset which requires a key, right? If so, here is how you can achieve that:

            1) In Blueprints folder -> BP_LocksetPhysics -> "Event Graph" - "Extra Events" comment box you'll find the "Requires Key" event,
            2) Add a "Play Sound at Location" node connected to that event,
            3) Create a new variable, rename it to "Requires Key", drag and drop it into "Audio" category, change its type to "Sound Base", make it Editable by clicking the "eye" icon next to it, get and connect that variable to "Sound" input,
            4) Get the "SourceLocation" variable and connect it to "Location" input.

            Here is a screenshot:
             
            Spoiler

            This will make it possible to choose a sound to play when a lockset requires a key.

            If this isn't what you said, please send an email with a bit more detail to support address which you can find here (you need to be logged in to see it).

            Thanks for suggestion!
            HeadsAndBrains
            MARKETPLACE | YouTube

            Comment


              #7
              I'm very interested in buying this product
              my question is
              how is it possible to integrate into the project called
              advanced locomotion
              you may do a tutorial

              Comment


                #8
                Thank you for your interest!

                Advanced Locomotion System's dev has said this:
                ... everything you could do with the (Third Person) template can be done with this.
                Also, this is confirmed to work with Advanced Locomotion System v2. So, the setup in the Tutorial PDF should work without any issues.

                If you face any problems integrating, please let us know at the support email (you must be logged in to see the email address).
                HeadsAndBrains
                MARKETPLACE | YouTube

                Comment


                  #9
                  Originally posted by Nicat View Post
                  Thank you for your interest!

                  Advanced Locomotion System's dev has said this: Also, this is confirmed to work with Advanced Locomotion System v2. So, the setup in the Tutorial PDF should work without any issues.

                  If you face any problems integrating, please let us know at the support email (you must be logged in to see the email address).
                  thank you very much
                  Use advanced locomotion V3
                  Is it possible that it works?
                  many things have changed the truth
                  I would like to see a video that integrates this with a character
                  I really want to buy
                  but I would like an extra video
                  I have seen how it works
                  has a guide
                  but a video is missing integrating this
                  I know that some users who have an advanced character would be interested to see this

                  Comment


                    #10
                    Originally posted by jonathan light View Post

                    thank you very much
                    Use advanced locomotion V3
                    Is it possible that it works?
                    many things have changed the truth
                    I would like to see a video that integrates this with a character
                    I really want to buy
                    but I would like an extra video
                    I have seen how it works
                    has a guide
                    but a video is missing integrating this
                    I know that some users who have an advanced character would be interested to see this
                    Integration is same as PDF or this video. You can add components and input nodes to ALS_BaseCharacter, MannequinCharacter or to your own custom character.

                    Here is the video of it working with ALS V3 and setup overview:

                    Hope this answers your questions. Have a nice day!
                    HeadsAndBrains
                    MARKETPLACE | YouTube

                    Comment


                      #11
                      Originally posted by Nicat View Post

                      Integration is same as PDF or this video. You can add components and input nodes to ALS_BaseCharacter, MannequinCharacter or to your own custom character.

                      Here is the video of it working with ALS V3 and setup overview:

                      Hope this answers your questions. Have a nice day!
                      thank you very much

                      Comment


                        #12
                        Hi Nicat. Is it possible to send an unlock msg via trigger as opposed to picking up a key? I wanted one bp to send the openable or lockset and unlock msg. Or open message if possible? (have the door open on its own after an event.

                        Comment


                          #13
                          Originally posted by Architect3D View Post
                          Hi Nicat. Is it possible to send an unlock msg via trigger as opposed to picking up a key? I wanted one bp to send the openable or lockset and unlock msg. Or open message if possible? (have the door open on its own after an event.
                          Hi, yes you can do both.

                          Just add these to your trigger BP. Lockset and Openable variables are types of BP_LocksetPhysics and BP_OpenablePhysics. These variables are used to pick the Lockset/Openable you want to unlock/open.

                          1) Unlocking Lockset without a key:
                           
                          Spoiler

                          2) If there are more than one Lockset on a door which you want to unlock. You can just do this instead of the above:
                           
                          Spoiler

                          3) Opening door. This is not supported by default but can be achieved easily:
                           
                          Spoiler


                          Hope this helps! If you need further assistance please use the support email (you must be logged in to see the email address).
                          HeadsAndBrains
                          MARKETPLACE | YouTube

                          Comment


                            #14
                            Hi Nicat, I am getting errors packaging my game in 4.18.3. I have exclusive Nativized Blueprints enabled. Getting following Error with your BP. Please help. I included an image.



                            Attached Files

                            Comment


                              #15
                              Architect3D hey, I wanted to let you know that I'm looking into it. I haven't tried nativization before and looks like there are some problems with my UE4+VS. So it might take a bit before I can determine what the cause is, if at all. It just looks like it is a bit deeper than simple blueprint script issue. However could you check if BPI_HABInteractable is on nativization list? If it isn't just add it too (by pressing + sign and choosing the BPI_HABInteractable) and if it helps.
                              HeadsAndBrains
                              MARKETPLACE | YouTube

                              Comment

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