This week in the labs session, I learned how to make a door open in Unreal using blueprints.
I first started by reverting the capsule radius of the first person player to the default size so it would fit through the door model.
I then placed the starter content door and door frame model that are provided in Unreal and converted them into a blueprint.
I added a box collider to the blueprint so that when the player walked into it, they would be able to interact.
I then added nodes that would allow the player to interact with the door when in the radius of the box collider, I also stopped interaction when they left the radius.
I then placed nodes that would cause the door, or close depending on the current state of the door, when the player pressed E.
This is the whole blueprint finished for opening and closing the door.

An example of the door being open.
As a side note, I had a problem I still haven’t found a resolution for and I was pure luck that any of this worked in the first place. When I turn the door into a blueprint, the door model will spawn slightly in the frame if it isn’t static. It also provides an error message saying the door needs to be static. If I change the door to static, it spawns in the correct location but I get a new error. For the door to open it needs to be moveable but then I get the error of the door not being static. I will update the page when I find a solution to this.










