Pages in Documentation
Customize
Overview
Swap Actor
Settings
Swap Actor
UI3 Connect
UI3 VR projects
Customize
Overview
UI3 Scene Settings
Spl. T. Versions
Placement
Mesh Def.
Segments
Books V2
UI3 Vers History
UI3 Preview Ft.
UI3 Overview
UI3 Bugs
UI3 Data Entry
UI3 Design
3 Spline Tools
Doors FAQ
[old] Doors UE5
Step by Step
Tips & FAQ
Reference
UI3 Input Controls
UI3 FAQ + TIPS
Books V1
Doors UE4 (V1)
Change list
3.1 Bugs Fixes
2A Generic BP
2B Gen Examples
1 Railings
UI 1 - Part 1
UI 1
Ui 1 - Part 2
1 Overview
2 UI Features
3 Get Started
4 Info Map
5 BP Actors
6 Manage Clients
7 FAQ
8 Tutorials
UI3 Overview
UI3 Get Started
3.1 Info Map
UI3 Edit & Info
UI3 Other BPs
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:
There are 2 meshes now that can be imported into unreal
- SM_3DSky_Handle01
- SM_3DSky_Plate01
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.
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.
- 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