Pages in Documentation
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Settings
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UI3 Overview
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[old] Doors UE5
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Quick Start
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Swap Actor
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Custom Assets
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System Drawings
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Step by Step
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Tips & FAQ
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Settings
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CSV Export
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Data Tables
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Video Guides
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Quick Videos
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Designer
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Cost Tracking
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Widget Panels
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Quick Guide
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Scene Settings
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Connect BP
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VR projects
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Version History
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F. w. Preview
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Fix Known Bugs
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UI Settings
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UI Layout
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Gamemode
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FAQ + TIPS
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V4 Functions 2
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V4 Functions P1
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V4 Quick Guide
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Ver History
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V3 Placements
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V3 Mesh Def.
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V3 Segments
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V3 Quick Start
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Books V2
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Books V1
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Customize
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Quick Guide
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Swap Actor
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FAQ + TIPS
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Doors UE4 (V1)
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3.1 Bugs Fixes
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Ver History
![[2 A] Generic Meshes On Spline Blueprint ../images/architecture/0023/v2-generic/thumbs/01.jpg](../images/architecture/0023/v2-generic/thumbs/01.jpg)
V2 Generic BP
![[2 B] Generic Spline Blueprint Examples ../images/architecture/0023/v2-examples/thumbs/01.jpg](../images/architecture/0023/v2-examples/thumbs/01.jpg)
V2 Examples
![[1] Railings Clone Blueprint Documentation ../images/architecture/0023/v1/thumbs/01.jpg](../images/architecture/0023/v1/thumbs/01.jpg)
V1 Railings Fences
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UI 1 - Part 1
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UI 1
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Ui 1 - Part 2
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1 Overview
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UI2 Features
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UI2 Get Started
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UI2 Info Map
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UI2 BP Actors
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UI2 User Manager
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UI2 FAQ
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UI2 Tutorials
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UI3 Overview
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Getting Started
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3.1 Info Map
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Variation Actor
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Blueprints
Interactive Door Blueprint - Custom Meshes
You may want to add your own set of doors or door handles to the door blueprint. This page explains what you can do.
Content:
Best to place their origin at 0,0,0. You can also use the Transform in the setting to align them, but you would have to do this every time you use the new handle.
There are 2 meshes now that can be imported into unreal
- SM_3DSky_Handle01
- SM_3DSky_Plate01
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The door mesh ideally should be located with its right front bottom edge on the 0,0,0 origin and rotated in negative Y position.
There is an auto fit option for doors in the blueprints.
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The door blade width is listed in brackets in the drop-down list. The identifier (MH = medium high) is part of the mesh name, for example SM_MH_DoorA. I recommend naming custom doors the same way.
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- Open the Get Door Type function in the library
- You can see how all type functions are connected to the Select node. You're already done if you used Door Type X for your set. Skip the next 2 items.
- Place your new function into the blueprint
- Connect it to the new slot in the Select node
- Compile the library and save it
- Compile and save all door blueprints
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