Customizable Multiplayer Interactable Doors

Sneaky Kitty Gaming - Oct 18, 2020
Not Yet Rated

Multiplayer ready doors that have a large amount of options to suit the needs in your game on a budget!

  • Supported Platforms
  • Supported Engine Versions
    4.24 - 4.25
  • Download Type
    Engine Plugin
    This product contains a code plugin, complete with pre-built binaries and all its source code that integrates with Unreal Engine, which can be installed to an engine version of your choice then enabled on a per-project basis.

How To Use:

Multiplayer ready doors that are built to be easily and highly customizable and accessed via blueprint for an affordable price. The goal behind these doors is to have them be easily setup in nearly every possible way to cover whatever need you have for your doors while being both performance and network efficient. If you have a skeletal mesh with no animations, no problem just drive your doors via code (handled by default for you). If you want to use a static mesh for your doors, no problem just drive them by code (handled by default for you). Currently this is the first release with most major features implemented, however I do plan to add more based on your suggestions/wishes! There are a few more features I want to add and a big one is to make use of the Timeline so you can make your own *animations* using the timeline.

Technical Details


  •  Multiplayer Ready
  •  Lock/Unlock door
  • Set door to start locked
  • Control door rotation via code
  • Control door rotation via animations
  • Control door via physics interaction (running into door for example)
  • Customize physics on the door
  • Set door to open away from the player
  • Set door to open clockwise or counter clockwise
  • Adjust door rotation speed, angle, and type (linear or non linear (start fast end slowly)) when driven by code
  • Access the door state and control it by blueprints
  • Events setup to be triggered in blueprint (Names listed below)
  • DoorFinishedRotating (fully open/closed), DoorStateChanged (opened/closed), DoorLockStateChanged (locked/unlocked). Each event returns an Enum, for the door state the Enum values are (OpenedClockwise, OpenedCounterClockwise, ClosedClockwise, ClosedCounterClockwise), for the door lock state the Enum values are (Unlocked, Locked)
  • Example characters using the door, one written in C++ and one written in Blueprint
  • Network Efficient, Only 1 light replicated variable to control the doors rotation, and 1 to control the lock state.

Code Modules:

  •  InteractableDoor, Runtime

Number of Blueprints: 4

Number of C++ Classes: 2

Network Replicated: Yes

Supported Development Platforms: Win64

Supported Target Build Platforms: Win64