How to Make a Pressure Plate in Unreal Engine 5

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what's up guys welcome to new Unreal Engine 5 tutorial we're going to show you how to make a simple pressure plate to activate things it can be a very easy build follow so let's get started alright so the first thing I'm going to do is basically create the blueprint for the pressure plate so let's go into the content browser right click and create a new blueprint class and it'll be an actor as it will just be placed in the world this will be something as BP pressure point and let's open it up so the first thing I'm going to do is basically uh create the two mesh so it will be separated into two we have the basically the base and then the pressure plate itself that will like go down and up so let's just go ahead and add a skull Dimension hole a static mesh and this will be the base and then what we're going to do is press Ctrl space to order the content browser and we're going to go into the story content you don't see you can just import it over here so that feature contact and content and basically we are going to search in architecture and get this SM asset platform and just drag it to be here and then that will be our base as you can see now if I drag it is a bit big so we can make it a bit smaller so let's just put this to be maybe 0.5 and 0.5 and that will make it a bit well maybe that's that's too much man 0.8 and 0.8 I'll do the job I think and now we're going to do is duplicate this and this will be the latest self I guess that's how we can call it and basically this will be a bit smaller so let's let's do like 0.7 actually and then this will be bigger so maybe two something like that um and then we're going to do is basically increase a bit so that would be our pressure plate we can even make it 0.6 and 0.6 I think or 0.5 doesn't really matter you can play around with that let's create a new material to basically differentiate it so I'll just right click the two m plate I don't know if it's really cold plate that part but you get me let's hold three left click and just plug it into the base color and it's gonna put that for example red or blue doesn't really matter um so reddish I think it's gonna be cool uh we can supply close and apply that over there so plate and then there it is template and now we can basically interact with this so now it's in the world I can press play of course nothing happens when I go through it as you can see he has Collision but it doesn't do anything so we're going to do is go into the full scene root and add a collider and this will be a box collision and we're going to call this the trigger so when I character answers in this trigger it will be like it's basically on top of the pressure plate so let's bring it a bit up and we can change the bus extent so to make it a bit better so let's do it like 55 and 5 adding number good and then here we can still be at 30 honestly you know that would be good for us so now basically we can go into the component begin overlap and that will be when B player is standing on top so we're going to do it here is basically lower the this plate over here so let's just go ahead and add a timeline because we want to do a nice interpolation nice translation so a timeline will allow us to do that so let's do uh blade uh pressure I know it's a terrible name but but just improvising here with the names uh so let's double click to open this create a new float track so we can make the translations with a upload and then this will be like a height we could say this will be like the output let's say so the length how much it would take the transition to take place let's do like 0.7 you can explain with that later just add a keyframe put time 0 value 0 and then right click out of that keyframe doesn't matter when you click it because now we set 2.7 which is when the animation finishes and the value of one so it'll be in the end great so now we have the output in height so we can just do a alert with a float now let's hold Ctrl and mode it into all parts so we'll transition from this height to this one so we're going to do is get our plate remember not the base it'll be our plate and then set a location and it's going to be the relative location because it's in a local space in this group or not in the world so now we're going to do is right click split it and just plug in the Z I'm Gonna Leave the X and Y how it is right now which is just a zero so I'm gonna leave it at zero great so let's find out the uh height so right now it is at five so let's plug a to five because it will start at five and then I'm gonna lower this until what we like so maybe uh yeah minus five will be good so we'll be from five to minus five and that will be great so you will see that actually that will work now let's make sure that this is our player so cast to third person character blueprint or whatever you're using just to make sure that it's not you know detecting other things that we don't want and now you see that when I press play look uh precisely I be played you can see it's a bit slow you could maybe try to put this um maybe 0.5 instead you can play with that select the point and update the time to be 0.5 remember that and I'll be a bit better now let's make the going out so let's select again our trigger go down and go into the on component and overlap so when we stop uh you know being on top let's copy this and connect the other editor remember and then what to do is uh basically connect this into the reverse so just simply do the reverse and you will see the now when I press play I got on top it will go down I'm gonna go out it will go up again so everything is working now what we can do is basically just make a sound or whatever you want so I could just go here and so play sound uh add location if you want that doesn't really matter because I'm not gonna make it a 3D right now but you get ideas so get their location and this can be whatever sound right now you want it doesn't really matter okay so in both cases we can do and play a sound this should be another sound I don't know this one it doesn't really matter you get the point but basically now we're going to do is do a Boolean which is is active all right and then we're going to turn as active on over here when we are basically on top so after we play the sound here and before we set it up it's active will be true because it's coming when we are on top and then ex is active on here will be false we want to disable it back into the reverse and now with that we will have the blueprint done so I can go step on it it will go down and it will play a sound go up and there we go and it will give us an an variable that we can use to activate things with our blueprints as well I will leave it to you you know for your manager imagination to come over so that's it guys if you found this so helpful I really appreciate that video And subscribe to my channel so check them out reality profiles will be available available in my Patron and YouTube members enjoy mystery server follow me on my socials and now yes with all that said bye bye foreign [Music]
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Channel: Gorka Games
Views: 5,599
Rating: undefined out of 5
Keywords: games, videojuegos, unreal engine, unreal engine 5, ue5 pressure plate, tutorial, quixel, megascans, unreal engine make pressure plate, pressure plate tutorial ue5, ue5 pressure plate tutorial, ue5 interactive pressure plate tutorial, how to make pressure plate in unreal, unreal engine 5 how to create a simple pressure plate, pressure plate interaction, pressure plate interaction tutorial in ue5
Id: MNytMDVs1j8
Channel Id: undefined
Length: 7min 20sec (440 seconds)
Published: Tue Jun 20 2023
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