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Physics Interaction: Doors and Locks
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Architect3D repliedHi 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.
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DiuxKira repliedOriginally 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!
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Nicat repliedOriginally 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
Here is the video of it working with ALS V3 and setup overview:
Hope this answers your questions. Have a nice day!
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DiuxKira repliedOriginally posted by Nicat View PostThank 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).
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
Leave a comment:
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Nicat repliedThank 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.
If you face any problems integrating, please let us know at the support email (you must be logged in to see the email address).
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DiuxKira repliedI'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
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Nicat repliedOriginally posted by Architect3D View PostHi 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?
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:
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!
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Architect3D repliedHi 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?
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Kris repliedSomeone else is bound to ask, so I might as well : Multiplayer support?
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Nicat repliedFirst update is live which adds a new feature, changes map and player controller to match the Demo project. Here is changelog:- Added a property to Openable and Lockset for attaching actors. Can found in Static Mesh - Show Advanced > Attached Actors,
- Made map same as demo project,
- 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.
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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
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:
Update 2:- Fixed a compatibility issue with UE4.19,
- Made DemoVRCharacter compatible with Oculus Rift.
Update 1:- Added a property to Openable and Lockset for attaching actors. In Static Mesh - Show Advanced > Attached Actors,
- Used map same as demo project,
- Used 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.
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:
- Add Interactor and InteractionModulePhysicsDoorsAndLocks:
- Add a Custom Event node, name it Fire and replace InputAction Fire with it:
- Set up event macro as usual:
- Add a branch and call Fire event node like this:
When you press InputAction Fire it will fire if there are no Openable, Lockset or Key under cursor.
Template VirtualReality implementation
This guide will show how to implement this system with UE4 default VR template:
- Add components to BP_Motion Controller, attach Interactor to MotionController component
- Select InteractionModulePhysicsDoorsAndLocks, in Details panel click "Show Advanced" and set Alternative Grab Method to True
- In Event Graph after Event BeginPlay add these nodes to use GrabSphere for collision detection just like template's pick up system
- In Event Graph, inside Update animation of Hand comment box, make these additions to play CanGrab animation when this system's component is overlapped by GrabSphere
- Open Grab Actor function from My Blueprint > Functions > Grabbing and make additions as below to use Interact Pressed function of our system when there is no pick up actor detected
- Open Release Actor function from My Blueprint > Functions > Grabbing and make additions as below to use Interact Released function of our system when Openable or a Lockset is grabbed. Otherwise call Drop on picked up actor.
Now, you can both pick up objects and grab Openable or Locksets using same input and animation system of Template VR of UE4.
Known problems/solutions:
- When using Undo (Ctrl+Z) after moving/rotating Openable, Locksets attached to it may ignore the Undo and stay where they are.
Not fixable.
Workaround: move Openable back manually without using Undo. - Can't scale Openable and Lockset blueprints.
Will try to fix in future updates. - After attaching a Static Mesh actor to Openable or Lockset without setting Mobility to Movable, attachment will fail.
Solution: change Mobility before attaching. If changed Mobility after attaching the Static Mesh, move the Openable/Lockset or change any property to make the Construction Script run. - Attaching an Actor which has a Static Mesh component and the root component isn't Static Mesh, collision of Static Mesh will block the attached Openable/Lockset.
Solution: make one of the Static Meshes the root of Actor. - Can't pick up the key for unlocking a Lockset.
Solution: make sure the Key actor has a proper collision and Generate Overlap events is set to True for that Collision.
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.Tags: None
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