Let’s Make Video Series: Interaction System

Hey everyone, I had a few requests to update the interaction tutorial as it badly needed it. A few aspects I had either missed in my writing or were glossed over too quickly so I decided I’d do a video tutorial series on it. The rest of the videos should be completed next week and showcase a few extras not previously in the tutorial. Check them out here:

Let’s Make: An Interaction System: Part 1

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Unreal Engine 4: Let’s Make a Double Tap Event

Let’s Make: A basic double tap event inside blueprint. It will determine if the user input is a single or double tap and if the button is held. This event can be used for anything but in our instance we will make it control the player speed.


An event which determines if the user has single or double tapped and if the input is still held down. At the end of our event we will apply a speed change to our character movement variable.

  1. Tapping once and holding will increase the player speed to a jog
  2. Tapping twice and holding will increase the player speed to a sprint
  3. Releasing the button will cause the character to walk

The current version will use:

  • Third Person Template
  • Blueprint Only
  • Uses Unreal Engine 4.8.3

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Unreal Engine 4: Let’s Make: Interaction and Pickup System

Let’s Make: An Interaction and Pickup System. With it, the player is able to interact with objects around them with a simple button press.


An interaction system that allows the player to look toward a custom actor and use a simple button press to interact, pickup or use it. The blueprints are setup so they can easily be expanded upon later for other interaction types by using a parent actor and basing children off of it.

The current version will use:

  • Parent Interactable Actor
    • Class used to setup Child actors
  • Player Pawn uses Dot Product to find best interaction
  • Pickup actor
    • Attaches actor to Character’s Left and Right hands
    • Able to drop pickup on the ground below the character
  • Elevator & Lever Actor to show off multiple interaction types
  • Blueprint Only
  • Uses Unreal Engine 4.8.1

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Unreal Engine 4: Let’s Make: Character Speed based on Slope

Let’s Make a Character Speed system

Character speed that is directly affected by the slope the character is walking on.


LET’S MAKE a movement system that takes into account the current slope under the character and sets their speed over time.

This idea came about when a student of mine wanted to explore a landscape they created in Unreal but felt like running up large mountains and hills at the same speed they moved down was strange and unrealistic. Instead they wanted to simply slow the character down as they climb a steep slope and speed them up when running down hill.

We worked out a quick solution and I wanted to share it here for others! We will make a system that:

  • Sets the character speed based on current angle of their surface
  • Uses two line traces
  • Uses float curve to control our speed
  • Blueprint only
  • Using Unreal Engine 4.8.1

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Unreal Engine 4: Let’s Make Fading Scenery

Let’s Make: UE4: Fading Scenery

Environment fades away if it gets in the way of the camera’s view of the player.


LET’S MAKE a fading scenery system, in which the objects that sit between the player model and the camera are quickly faded away. Many games use this for a 3/4 perspective which makes moving behind objects or into interior areas much easier to view. The version we are creating is basic and focuses on fading only the environment that is currently needed by the camera by the use of tracing. The fading itself will use a custom actor component which allows us to modify the static mesh actors in a scene rather than needing to add in a separate custom blueprint actor instead of meshes.

  • Fades entire mesh between the player and camera
  • Unreal Engine 4.7.6
  • Blueprint Only

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Unreal Engine 4: Let’s Make a Camera Spline System

Let’s Make: UE4: Camera Spline System

A Camera that follows a user created spline based on the player location


LET’S MAKE a camera spline system, in which the camera follows behind our character on a spline. Many games use a camera track, like TellTale’s “The Walking Dead series” to control the camera. In this case, we will use Unreal Engine’s “Rolling Ball” template to create our camera system. The spline drives the camera location and rotation so players can focus on platforming.

  • Using Unreal Engine 4.7.1
  • Blueprint Only
  • Uses Recursion

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UDK – Simple Light Flicker Tutorial

Simple Light Flicker / Matinee Property Track Tutorial


Level: Intermediate

Assumes you know the basics of UDK level development, kismet and matinee.

I’ve had a few students who have wanted to create horror styled levels and one thing they have trouble with is creating fire or a flashlight that flickers realistically. None of them really knew about using Matinee to control a lot of actor properties so I decided to create a quick tutorial about using them.

Using Matinee differs from how many of the students did their light flicker, in which they use kismet to turn it on and off. The straight toggle on and off effect looks strange as its has no change over time, its instant fluctuation makes the light feel artificial or mechanical rather than a malfunction or like natural fire.

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