# The Directional Actors System

Welcome to the Directional Actors System! This is a versatile collection of pre-built, interactive actors designed to handle any object that needs to swing or slide open. While they are perfect for doors, their true power lies in their flexibility—use them to create interactive cabinet doors, drawers, windows, or any other type of opening panel.

This guide will cover the different types of directional actors available and how to configure them.

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{% tabs %}
{% tab title="BP\_AutoDirectional " %}
The BP\_AutoDirectional actor is designed for objects that should open and close automatically based on your character's proximity. It intelligently opens away from you, providing a seamless, hands-free experience in both PC and VR modes.

**How to Use:**

1. Drag and drop the BP\_AutoDirectional actor into your level.
2. In the actor's **Components** list, select the DoorMesh component.
3. In the **Details** panel, replace the default mesh with your own static mesh.

**Configuration (Details Panel):**

After replacing the default mesh, you will need to fine-tune the actor's behavior using these parameters.

<figure><img src="/files/B63Ldmz3xZ8PnrEBa7Xp" alt=""><figcaption></figcaption></figure>

***

* **Mesh Rotation:**
  * This is a crucial setting for correcting the pivot point of your custom static mesh. If your mesh doesn't swing correctly from its hinge after replacing the default mesh, adjust this Z-rotation value (e.g., 90.0) until it aligns and rotates perfectly.
* **Close Time Adjust:**
  * This value (in seconds) allows you to slightly delay the 'Door Close' sound. Use it to perfectly synchronize the sound with the moment the door finishes its closing animation. A value of 1.5 means the sound will play 1.5 seconds into the closing animation.
* **Door Open Sound & Door Close Sound:**
  * Assign your desired sound files here to add immersive audio feedback to the object's opening and closing animations.
* **Open Angle & Closed Angle:**
  * These settings define the object's rotation angles. Closed Angle is the starting rotation (usually 0.0), and Open Angle is the final rotation when the object is fully open (e.g., 90.0 for a standard door).
    {% endtab %}

{% tab title="BP\_InteractDirectional" %}
The BP\_InteractDirectional actor is the interactive counterpart to the automatic version. Instead of opening based on proximity, this object will only open or close on **direct user interaction** (e.g., pressing the 'F' key in PC mode or using a specific controller button in VR).

This makes it the perfect choice for objects that should only open when the user explicitly decides to, such as room doors, closets, or cabinets.

**How to Use:**

1. Drag and drop the **BP\_InteractDirectional** actor into your level.
2. In the actor's **Components** list, select the Door Mesh component.
3. In the **Details** panel, under the **Static Mesh** property, replace the default mesh with your own static mesh.
4. Position and rotate the actor as needed to fit your scene.

**Configuration (Details Panel):**

The configuration for this actor is **identical** to the **BP\_AutoDirectional** actor. All the settings like Mesh Rotation, Open Angle, Close Time Adjust, and Door Open/Close Sound function in exactly the same way.

For a detailed explanation of each parameter, please refer to the configuration guide in the [**BP\_AutoDirectional**](https://app.gitbook.com/o/Hca1oMkv0J8cc9nv9A61/s/w6kxqSQY29wXqTQRpo5i/~/edit/~/changes/28/the-directional-actors-system#bp_autodirectional).
{% endtab %}

{% tab title="BP\_ManualDirectional" %}
The BP\_ManualDirectional is arguably the **most important and versatile** actor in the Directional System. It is designed for maximum flexibility, allowing you to create any type of interactive swinging object, from standard doors and cabinets to refrigerator doors, windows, and more.

This actor operates on direct user interaction (similar to BP\_InteractDirectional), but with several advanced configuration options.

**How to Use:**

1. Drag and drop the BP\_ManualDirectional actor into your level.
2. In the actor's **Components** list, select the StaticMesh component.
3. In the **Details** panel, replace the default mesh with your own static mesh.

<figure><img src="/files/yezc1Hift2pJQiTnAFuY" alt=""><figcaption></figcaption></figure>

* **Open Angle:** Sets the final rotation angle (in degrees) for the object when it is in the "Open" state.
* **Mesh Rotation:** Corrects the pivot point of your custom static mesh. If the object doesn't swing correctly from its hinge, adjust this Z-rotation value.
* **Sound Close Time:** Adjusts the delay (in seconds) for the 'Close' sound to perfectly synchronize it with the animation.
* **Open Sound & Close Sound:** Assign your desired sound files for immersive audio feedback.

***

**Advanced Controls**

* **Flip Rotation:** This is a powerful feature for objects that don't open along the standard Z-axis (yaw).
  * **When to use:** Use this for cabinet doors or other objects that need to swing open along the **X-axis (pitch)** instead.
  * When true (checked), the Open Angle value will be applied to the X-axis rotation instead of the Z-axis.
* **Animation On:** This is a critical optimization feature for advanced workflows, especially when dealing with baked lighting or standalone VR packages (.apk).
  * **The Problem:** When you bake lighting, all meshes involved must be set to Static mobility. However, an animated actor with a Static mesh will cause errors. The traditional solution is to delete the interactive actor and replace it with a simple static mesh, which is a destructive and time-consuming process.
  * **The Solution:** The Animation On checkbox solves this.
    * When you are ready to bake lighting, simply set your BP\_ManualDirectional actor's mesh to Static mobility and **uncheck (false) this Animation On box**.
    * This will completely disable all animation and interaction logic within the actor, effectively turning it into a simple static mesh **without causing any errors**. This non-destructive workflow allows you to easily switch between interactive (Movable) and static (Static) states without ever needing to replace the actor.
      {% endtab %}

{% tab title="BP\_SlidingDirectional" %}

The BP\_SlidingDirectional actor is designed specifically for any object that needs to slide open and closed, such as patio doors, modern cabinet doors, or drawers.

This actor operates on direct user interaction (e.g., pressing the 'F' key in PC mode or using a specific controller button in VR).

**How to Use:**

1. Drag and drop the BP\_SlidingDirectional actor into your level.
2. In the actor's **Components** list, select the StaticMesh component.
3. In the **Details** panel, replace the default mesh with your own static mesh.

**Configuration (Details Panel):**

This actor has a very simple and straightforward configuration.

<figure><img src="/files/cYj2AwaNGBJKxuGGZwDz" alt=""><figcaption></figcaption></figure>

* **Slide Value:**
  * This is the primary setting for this actor. It determines how far (in Unreal Units) the object will slide from its starting position when opened.
  * A positive value will slide it in one direction, while a negative value will slide it in the opposite direction along its local axis.
* **Open Sound & Sound Close:**
  * Assign your desired sound files here to add audio feedback to the sliding animation, enhancing the sense of realism.
    {% endtab %}

{% tab title="BP\_DualDirectional" %}
The BP\_DualDirectional actor is designed for situations where you need two meshes to swing open simultaneously, such as grand entrances with french doors or large cabinet doors.

This actor operates automatically based on your character's proximity, opening as you approach and closing after you move away.

**How to Use:**

1. Drag and drop the BP\_DualDirectional actor into your level.
2. In the actor's **Components** list, you will find two Static Mesh components: LeftStaticMesh and RightStaticMesh.
3. Select each component one by one and, in the **Details** panel, replace their default meshes with your own left and right door/panel meshes.

**Configuration (Details Panel):**

This actor allows you to control the opening angle for each side independently, giving you full control over the final look.

<figure><img src="/files/Eo9quKkCcTEcYred4ESK" alt=""><figcaption></figcaption></figure>

* **Right Open Angle:**
  * This value sets the final rotation (in degrees) for the RightStaticMesh when it is in the "Open" state. A value of 90.0 will swing it open by 90 degrees.
* **Left Open Angle:**
  * This value sets the final rotation for the LeftStaticMesh. Typically, this should be the negative equivalent of the Right Open Angle to ensure the two sides open outwards symmetrically (e.g., -90.0).
    {% endtab %}
    {% endtabs %}

#### **General Usage & Best Practices**

* **Replacing the Default Mesh:** For all actors, you need to select the actor in the level, find its **DoorMesh** component(s) in the Details panel, and replace the placeholder mesh with your own static mesh.
* **More Than Just Doors!** Think creatively! These actors can be used for any hinged or sliding object. You can easily create interactive cabinet doors, drawers, windows, or any other type of opening panel just by changing the static mesh.


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