Doors and Tunnels - Adventure BPs

Knobbynobbes - Aug 14, 2020
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Easy to setup Tunnels that smoothly teleport you to connected tunnels, and doorways that feature smooth camera transitions as you pass through to either side.

  • Supported Platforms
  • Supported Engine Versions
  • Download Type
    Complete Project
    This product contains a full Unreal Engine project folder, complete with Config files, Content files and .uproject file, which can be used as a template to create a new project.

Youtube Video:

A set of Door and Tunnel blueprints ready to be placed in your adventure game, perfect for creating smooth and adventure-like transitions between rooms and entire areas.

Travel from tunnel to tunnel with smooth fade to black transitions and seamless teleporting throughout your level.

Tunnels can be linked to other tunnels with just two clicks, or they can be left linkless and spit the player back out if they try and enter.

Doors have unique camera locations and animations based on which side of the door the player is entering from. Doors also work the same regardless of how high you scale them up (with a few variable tweaks).

Technical Details


  •  Easy Drag and Drop Tunnels and Doors for all your adventure level building needs!
  •  Connect Tunnels to other tunnels in seconds with just two clicks.
  •  Smoothly fade between one tunnel to another as you teleport around your level with ease.
  • Want to hide what is as the end of a tunnel? No problem! Add a Depth Fade Doorway and your character will only see what comes next when they get close!
  • Doors have unique camera locations depending on which side of the door you are entering! And their locations are easily changeable!
  • Loads of variables on both Tunnels and Doors to configure them to your every need!

Number of Blueprints: 4

Input: F key to activate doors (can be changed in BPs)

Supported Development Platforms:

Windows: Yes

Mac: No

Important/Additional Notes: Both the Tunnels and Doors require having a Nav Mesh Bounds volume to be covering the entire BP. In the case of tunnels, the Nav Mesh Bound volume does not need to be covering the space between them. A small Nav volume around each tunnel will suffice.