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Interactive Doors - Swap Actor
The swap actor is the bridge between a user interface and the interactive doors. It allows to change materials and door parts during a walkthrough.
Content:
Link Between Actors
The BP_Doors_SwapActor is the link between a widget or any other actor that controls the users input and the door blueprints.The Swap Actor receives user input from the widget via a Blueprint Interface connection.
The Swap Actor can be directly connected to one or more Doors
Connecting Swap Actor and Door
MyProject / Content / DoorsBPV2 / Blueprints / BP_Doors_SwapActor
Place the Swap Actor next to the door and then use the eyedropper to connect one or more door blueprint actors.
Both Swap Actor and Door need to be in the same level.
All connected doors will change together.
Style Variations
- Click the relevant (+) icon next to the style's name for each variation choice.
- Then select the choice from the dropdown list.
- Give the style a Tag name.
The Tag and the variation ID will be sent from the widget. Every option with the same tag name will change. All options will change at once if they have the same tag name or individually if they have unique names.
Material Variations
- Click the (+) icon to add a Material Variation
- Add one or more Parts that should change to the new material
- Click the (+) icon next to Variations for each material ID that should be changed
- Enter the material ID number
- Add the Materials per Choice ID.
- Add a Tag name as described for style changes.
Controller Connection in the Scene
The Door Blueprints and the Player Controller are connected through the BPI_Doors_Interaction blueprint interface. The interface has no code in it. It just routes one actor to another actor with empty functions. Blueprints / Other / BP_DoorController
Interaction
The controller calls the Interact function in all blueprints with the same interface if the [R] key is clicked.
The door blueprints then check if the player is within the trigger box and open the door.
Variation
The keys [1] to [6] will call the Set Variation function and send the tag and choice ID to any blueprint that has the blueprint interface assigned.
The blueprints with the interface then look at the tag name and set the choice if the tag name is the correct one.