Intro to Level Creation: Blueprint Doorway cont | 10 | v4.7 Tutorial Series | Unreal Engine

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♪♪♪ (Wes Bunn) Hey everybody, good to see you again. Welcome back. In this video, we are going to continue where we left off from the previous video creating the Blueprint script for our sliding door. We left off by creating the Timeline with our keyframes on it and our curve. So let's continue. Let's actually hop over to the level really quick. Hopefully, you have the Level and the Blueprint tabs open. Go ahead and click on the Level tab. Go ahead and make sure your door is selected. So go ahead and select your door, and then hop back to the Level Blueprint. Now, what we are going to do is we are actually going to scroll up a little bit to those two nodes that we started with. We are going to move the Event Tick out of the way; we don't need that, but the Event Begin Play is kind of special. We are going to use that. We are going to Right-click in the graph and when we do so, you can see there is an option that says Create a Reference to Door. So let's go ahead and select that. This is a reference to the door in the level. We are going to need that so that we can tell it to move through our Timeline here. Now again if we open up our Timeline, our first keyframe says Timeline at 0 our Value is 0. At 1.2 our Value is 110.000008. (Laughter) Don't worry about the float value at the end; that is fine. Our Timeline does not know our Door's initial position, so it cannot add the values here over time to something it doesn't know. We need to tell our Timeline what our Door's initial position is. If you recall, the Event Begin Play is called at the beginning of our game. So what we are going to do is grab our door here. We are going to drag off this pin; Left-click and drag off of it and we are going to type Get Actor Location. So this is getting the Location of our door Actor, so go ahead and select that. Once we get this node, we are going to drag off the Return Value here. It is giving us a vector, which is also the same as our Movement. We are going to drag off this Return Value and there is going to be an option to promote that to a variable. So go ahead and select that (Promote to variable). When you do so, over here in the left it is going to have the option to ask you for a name, so go ahead and enter a name for it. We are going to call this DoorLocation, I guess. Well, let's get something more descriptive. Let's call it InitialDoorLocation. There we go; that is more descriptive. What we are going to do now is grab our Event Begin Play executable wire here and connect that to our variable. So when the game begins, get our Door Location and store that as a variable. Now we are going to hop down to our DoorMovement, our Timeline here. We are actually going to click on our Door here and hit Ctrl+C to copy it. Down below our Timeline, I am going to hit Ctrl+V to paste our Door. What we need to do is set our Door's Location during the course of our Timeline. So we are going to drag off the Door here and we are going to say Set Actor Location. It gives us a bunch of stuff here that we don't need to really worry about right now. We are just going to move it up here so that it is nice and clean. What we are going to do is grab this Update pin off the Timeline here. Every time our Timeline is updated, we are going to set the Actor Location each time. Grab the Update executable and connect that to the Set Actor Location. Now we could grab the Movement here and just plug that straight into New Location, but that is not quite going to work for us. As you recall, the Timeline does not know our Door's initial Location; it just knows that we need to move 110 meters, but it doesn't know 110 meters from where. So let's grab our variable here (InitialDoorLocation). We are going to hold Ctrl and drag that into the graph here. When we do that, it is going to get what is called a Getter. It is going to get this value that we started with from Event Begin Play. We are going to add to this. So drag off this pin and hit a plus sign (+) and there is Vector + Vector, so go ahead and do that. Now this is just a little nit picky thing; what we are going to do is connect our Movement to this, but you can see this wire is connected to the top. We could just do this; it is totally fine for you to do that, but I am going to be really nit picky here. I am going to Ctrl+Z. I am going to hold Ctrl and grab this pin and move it down there just for the sake of clarity. Then, reconnect our Movement to this pin. Don't cross the streams is what I have been told, so I am doing it that way. Okay, and the last pin, as you guessed it, is going to plug into our New Location. So we don't need to worry about Sweep and all this other stuff; this is everything that we need right here. So we are going to hit Compile and we are going to hop back over to our level here. I am going to back up a little bit. We are going to hit Play. I am going to turn my sound down so that you don't hear that. (Laughter) We use WASD and we are going to move as we approach it, our door opens. It stays open because we are inside of our Box Trigger. As soon I pass through the door, it closes. Now it is doing it instantly, as you see there, because we didn't add a delay. So let's go ahead and do that really quickly. I am going to hit Esc to exit out. We will hop back to the Level Blueprint here. On the Event End Overlap here, we are just going to drag off this and we are going to search for delay. There is Delay, right there at the top. Go ahead and hit Enter. For the Duration, we can set this to whatever we want. For us for right now, I am just going to set it to 0.5, half a second delay before it closes. Let's re-compile and then go back to the level. Let's fly back over here and Play. As we approach it, it opens. As we move away after half a second, it is very subtle. There we go. If we do it really quickly, it is a little bit more apparent. So there you go; opening and closing. So that is our door set up. I guess we can stop this video here. This is a pretty short video since we continued off the last video. In the next video, we will add some finishing touches to our level by adding some props and some lighting, and that will wrap this series up. So we will see you in the next video. ♪♪♪
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Channel: Unreal Engine
Views: 56,824
Rating: undefined out of 5
Keywords: Unreal Engine, Epic Games, UE4, Unreal
Id: HJbHs_oNQsk
Channel Id: undefined
Length: 6min 48sec (408 seconds)
Published: Mon Apr 20 2015
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