BrushDoorComponent

The BrushDoorComponent is a component for creating interactive, movable doors with open/close functionality, customizable movement properties, and sound cues.

Component Properties

Primary Properties

  • bLocked
    Controls if the door is locked. When true, the door cannot be opened or closed by interactions, and the OnUseLocked event is triggered if interaction is attempted.

  • bTouchOpens
    Enables the door to open when touched by another actor. If true, any actor that collides with the door will initiate an open/close action.

  • bPlayerUseOpens
    Allows players to open the door using the interaction key (e.g., “E” key).

  • bCantUseWhileMoving
    Prevents further interactions with the door while it is in motion.

  • bDontClose
    When true, the door will remain open once fully opened and won’t close automatically.

  • bUseMovingSound
    Enables looping sounds while the door is moving.

Movement-Specific Properties

  • MoveDirection
    Defines the direction in which the door moves when opened. This is specified as a vector (e.g., FVector::UpVector for upward movement).

  • fMovingSpeed
    Sets the speed of door movement.

  • fMoveDistance
    Specifies the distance the door will travel from its start position when opened.

  • fDelayBeforeClose
    Time in seconds before the door automatically closes after opening, if bDontClose is disabled.

  • fDelayBeforeReset
    Defines the time (in seconds) required before the door can be interacted with again after it has been locked or recently used.

Audio Properties

  • MovingSound
    A looping sound that plays while the door is in motion.

  • OpenSound
    The sound that plays when the door begins to open.

  • CloseSound
    The sound that plays when the door begins to close.

  • FullyOpenSound
    The sound that plays when the door reaches its fully open position.

  • FullyCloseSound
    The sound that plays when the door is fully closed.

  • UseLockedSound
    Sound played when interaction with a locked door is attempted.

  • LockSound
    Sound that plays when the door is locked.

  • UnlockSound
    Sound that plays when the door is unlocked.

Events

Output Events

These events are triggered based on specific door states and interactions, providing ways to link other gameplay elements.

  • OnDoorOpen
    Fired when the door starts to open. Instigator represents the actor initiating the open action.

  • OnDoorClose
    Fired when the door starts to close. Instigator is the actor initiating the close action.

  • OnDoorFullyOpened
    Fired when the door has reached its fully open position.

  • OnDoorFullyClosed
    Fired when the door has fully closed.

  • OnUseLocked
    Triggered when an interaction attempt is made on a locked door. Instigator is the actor attempting interaction.

  • OnDoorLocked
    Fired when the door is locked by an actor. Instigator is the actor locking the door.

  • OnDoorUnlocked
    Fired when the door is unlocked by an actor. Instigator is the actor unlocking the door.

Input Actions

These actions control the door’s state and behavior.

  • Lock(Instigator)
    Locks the door, preventing interactions. Fires the OnDoorLocked event and plays LockSound. Instigator is the actor initiating the lock.

  • Unlock(Instigator)
    Unlocks the door, allowing interactions. Fires the OnDoorUnlocked event and plays UnlockSound. Instigator is the actor initiating the unlock.

  • Open(Instigator)
    Opens the door, moving it to the open position. Fires OnDoorOpen and OnDoorFullyOpened events when appropriate. Instigator is the actor opening the door.

  • Close(Instigator)
    Closes the door, returning it to its start position. Fires OnDoorClose and OnDoorFullyClosed events when appropriate. Instigator is the actor closing the door.

  • Interact(Instigator)
    Attempts an interaction with the door. If locked, triggers OnUseLocked. If unlocked, the action is determined by the door’s current state, triggering open or close events as needed. Instigator is the actor attempting interaction.