Finish Door System - How to Make a Ghost Hunting Game in Unreal Engine 5
Patreon Poll Reminder: Our Patreon poll for the first investigation tool is now live and runs until next Sunday. You can vote on what we should build first after the core fundamentals are done, for example EMF, UV Light, Spirit Box, or another ghost hunting tool. In this lesson, we finish the door system for our Unreal Engine 5 ghost hunting game. After preparing the door setup and starting the drag-style door interaction in the previous videos, we now complete the main door logic and make the system more stable and usable in gameplay. The goal of this system is to create a more immersive door mechanic, inspired by games like Phasmophobia, where the door is not just opened with a simple button press. Instead, the player can interact with the door in a more physical way and move it by using the camera direction while holding the interaction input. In this video, we continue working on the door swing mechanic and add several important checks to make sure the system behaves correctly. First, we check if the mouse button is currently being held. The door should only move while the player is actively holding the interaction input. This prevents the door from moving by accident and gives the player more control over the interaction. Next, we check if the player is actually looking at the door. This is important because the door system should only react when the player is focused on the correct object. If the player is not looking at the door, the interaction should not continue. We also add logic to check if the door is already opened too far. If the door reaches the maximum allowed angle, it should not continue moving further in that direction. Instead, it can only be moved back in the opposite direction. This keeps the door rotation controlled and prevents it from rotating too far or breaking the intended movement range. This is an important part of the system because our door can swing in both directions, but still needs limits. Without these checks, the door could rotate too far and feel unrealistic or difficult to control. After finishing the interaction checks, we also fix the collision of the door frame. The collision setup is important because the player needs to be able to move through the doorway correctly. If the frame collision is wrong, the player can get blocked even when the door itself is open. In this video, we adjust the collision so the doorway works properly during gameplay. We also set the Auto Receive Input setting of the Door Actor to Player 0. This allows the door actor to properly receive input from the player and makes sure the interaction logic can work as expected in our current setup. By the end of this video, the door system is much more complete. The door can be controlled through the drag-style interaction, checks if the player is holding the input, checks if the player is looking at the door, respects the maximum opening direction, and has corrected collision so the player can move through the doorway. This gives us a strong foundation for future interaction systems in our horror game. Doors are a very important part of first-person horror gameplay because they create tension, control visibility, affect movement, and can later be connected to ghost behavior, hiding, sound, and hunt mechanics. What you will learn in this video: How to finish the door drag system in Unreal Engine 5 How to check if the mouse button is being held How to check if the player is looking at the door How to prevent the door from opening too far How to allow the door to move back in the opposite direction How to control a door that can swing in both directions How to improve the stability of the door interaction How to fix the collision of the door frame How to make sure the player can move through the doorway How to set Auto Receive Input on the Door Actor Why door systems are important for horror gameplay Coming up in the next videos: Improving interaction systems Preparing more gameplay objects Expanding the first-person horror mechanics Continuing the foundation for ghost hunting tools Connecting future systems like items, evidence, and ghost behavior 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. #UnrealEngine5 #UE5 #UnrealEngine #GhostHuntingGame #HorrorGame #DoorSystem #DoorInteraction #DoorSwing #DragDoorSystem #UE5Blueprints #BlueprintTutorial #InteractionSystem #HorrorGameDevelopment #GameDevelopment #IndieGameDev #FirstPersonHorror #PhasmophobiaInspired

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