BP_Door
- Kind: Blueprint (Normal)
- Path:
/Game/Demo/BP_Door - Parent class: Actor (
/Script/Engine.Actor) - Description: A door that opens for the first actor that walks into it.
Components#
- DefaultSceneRoot: SceneComponent
- Frame: StaticMeshComponent
- StaticMesh: /Engine/BasicShapes/Cube
- RelativeScale3D: (X=0.2,Y=1.0,Z=2.0)
- Trigger: BoxComponent
- BoxExtent: (X=120.0,Y=120.0,Z=100.0)
- Frame: StaticMeshComponent
Variables#
| Name | Type | Default | Category | Flags | Tooltip |
|---|---|---|---|---|---|
| bIsOpen | Boolean | False | |||
| OpenAngle | Float (double-precision) | 90.0 | Door | Instance Editable | How far the door swings, in degrees. |
| RequiredKey | Name | Item.Key |
Functions#
TryOpen(Instigator: Actor Object Reference) -> (Opened: Boolean)#
Flags: Public
Description: Opens the door unless it is already open.
TryOpen(Instigator)
Branch(Condition=bIsOpen)
True:
PrintString(InString="Already open")
False:
Set bIsOpen = true // Remember it so the door opens once
Return(Opened=true)Graph: EventGraph#
Event BeginPlay
Branch(Condition=(OpenAngle > 0.0))
True:
PrintString(InString="Door ready")
[N8] Set bIsOpen = false
False:
PrintString(InString="OpenAngle must be positive")
-> goto [N8] Set bIsOpen
Event ActorBeginOverlap(OtherActor)
TryOpen(Instigator=OtherActor)
Branch(Condition=TryOpen.Opened)
True:
PrintString(InString="Door opened")
Not connected to any entry point: Reroute NodeReferences#
Loads with it: /Engine/BasicShapes/Cube