Door Setup - How to Make a Ghost Hunting Game in Unreal Engine 5

In this lesson, we start setting up the door system for our Unreal Engine 5 ghost hunting game. For our horror game, we want to create a door mechanic that feels closer to games like Phasmophobia. Instead of only pressing a button and letting the door open automatically, the long-term goal is to build a drag-style door interaction where the player can interact with the door in a more physical and immersive way. Before we can build the actual opening mechanic, we first need a proper door asset and a clean setup. That is what this video focuses on. We start by explaining what kind of door we need for this system and then search for a suitable door asset from Fab. After choosing the door, we import it into the project and prepare it so it can be used correctly inside Unreal Engine 5. Next, we adjust the transform of the selected door mesh. We change the scaling and make sure the door fits better into our project. After that, we bake the transform so the mesh has clean values and can be used more reliably for the upcoming interaction logic. This step is important because door systems can become difficult to control if the mesh scale, pivot, or rotation values are not prepared properly. A clean setup now will make the actual opening system much easier in the next video. After preparing the door mesh, we create a variable that defines the maximum opening angle of the door. For this setup, we limit the door movement to 100 degrees in both directions. This gives us control over how far the door will be allowed to rotate later and prevents it from opening too far. This video is mainly about preparing the door correctly before adding the full gameplay logic. Since we reached the 10-minute mark, we keep the lesson focused and continue the actual door opening mechanic in the next episode. This keeps the series clean, understandable, and easy to follow step by step. By the end of this video, we have a prepared door asset, a cleaned-up transform, baked scaling, and a maximum degree variable ready for the future drag-style door interaction. What you will learn in this video: How to start setting up a door system in Unreal Engine 5 Why we want a drag-style door mechanic like in Phasmophobia How to choose a suitable door asset from Fab How to prepare a door mesh for gameplay How to adjust the transform and scaling of the door How to bake the transform after scaling Why clean mesh setup matters for door interactions How to create a maximum door angle variable How to limit the future door rotation to 100 degrees How to prepare the door system for the next video Coming up in the next video: Building the actual door opening mechanic Starting the drag interaction logic Rotating the door based on player interaction Testing the door movement in gameplay Expanding the interaction system for horror gameplay Course Goal: We are building a first-person ghost hunting horror game in Unreal Engine 5 step by step. Throughout this course, we will create a paranormal horror game prototype with player movement, sprinting, crouching, flashlight mechanics, doors, interactions, inventory, evidence tools, ghost behavior, sanity, a journal, and a complete gameplay loop. If you are interested in Unreal Engine 5, Blueprints, horror game development, interaction systems, first-person horror games, or building a Phasmophobia-inspired ghost hunting game, this series will guide you through the process one step at a time. #UnrealEngine5 #UE5 #UnrealEngine #GhostHuntingGame #HorrorGame #DoorSystem #DoorSetup #InteractionSystem #FabAsset #UE5Blueprints #BlueprintTutorial #HorrorGameDevelopment #GameDevelopment #IndieGameDev #FirstPersonHorror #PhasmophobiaInspired