🔔Assets available for FREE on Discord🔔
🚀 Discord - / discord
If you want to support me
🌳Ko-Fi https://ko-fi.com/unrealshinobi
🌳Patreon / unrealshinobi
🚪 In this episode, we take our first step toward building a complete Interaction System by learning how to interact with doors in Unreal Engine 5! Whether you’re making a survival horror game like Resident Evil, an immersive RPG, or any interactive experience, door interactions are a core mechanic that adds realism and depth.
We’ll cover triggers, Blueprints, animations, and logic to smoothly open and close doors. This is just the beginning—soon, we’ll expand this system for more complex interactions!
🔹 Topics Covered:
✔️ Creating Door Interactions in UE5
✔️ Setting Up Trigger Volumes for Player Detection
✔️ Handling Door Animations & Transitions
✔️ Blueprint Logic for Smooth Opening & Closing
✔️ Preparing for a Full Interaction System
This is the foundation for interactive objects in your Unreal Engine 5 project! Don't forget to LIKE, SUBSCRIBE, and HIT THE BELL 🔔 to stay updated on future episodes! 🚀🔥
🔥 Perfect for:
✔ Unreal Engine 5 developers
✔ Game designers & developers using Blueprints
✔ Developers creating advanced inventory & equipment systems
🎬 Don’t forget to:
👍 Like the video if you found it helpful!
🔔 Subscribe for more UE5 tutorials
💬 Comment below with any questions or suggestions!
🚀 Discord - / discord
📌 Missed the Previous Episode? Watch the Full Playlist Here:
👉 Master Unreal Series - • How to make your first game in Unreal engi...
👉 Master Level Design Series - • Master Level Design with Blender & Unreal
Chapters
0:00 Introduction – Door Interaction System Overview
1:05 Importing Locked Door Animations from UE5 Starter Content
2:00 Bringing the Door Asset into the Project
2:25 Creating a Custom Door Actor Blueprint
3:30 Making Any Actor (Like a Door) Interactable in Unreal Engine 5
4:55 Why Use a Blueprint Interface (BPI) for Interactions in UE5?
5:40 How to Detect Interactable Objects like Doors in UE5
6:01 What is Line Trace by Channel and How to Use It in UE5
7:30 Line Trace by Channel – Quick Preview
7:40 Understanding the Hit Result from a Line Trace Node
9:28 Blueprint Casting Explained in Simple Terms
9:50 Pros of Using Blueprint Interfaces Instead of Casting in UE5
10:45 Example: Using Blueprint Interface for Interaction Logic
11:30 Why Line Trace Isn’t Always Ideal for Interaction Systems
12:10 Why Not Trace from Camera for Interactions (Unlike Aiming)?
13:42 Using Sphere Trace by Channel – A Better Approach for Interactions
15:00 Why Starting Trace from Root Component Is a Bad Idea
15:15 Detecting Interactable Items on the Ground in UE5
16:00 Final Blueprint Logic for Item Detection
17:00 Understanding and Setting Collision Presets for Interactions
17:40 Separating Detection and Interaction Logic
19:25 How to Allow One Interaction at a Time (Multiplayer Friendly)
20:15 Best Practices for Organizing Game Logic in UE5
21:10 Integrating Door Opening Animations in Interaction Blueprint
22:30 How to Create Animation Montages in Unreal Engine 5
23:45 Making Additive Animations from Base Animations in UE5
24:50 Preview – Locked Door Interaction in Action
26:00 Positioning Character to Grab Door Handle Properly
29:00 Moving Character Precisely to the Desired World Location
30:00 Creating a Blueprint Interface for Locomotion Control
32:05 Preview – Character Auto-Positioning for Door Interaction
33:00 Fixing Camera, Movement & Collision During Animations
37:45 Final Gameplay Result – Seamless Door Interaction
38:04 Outro & What’s Coming Next