Limen Framework 0.1 Help

ALimenDoorBase

Overview

ALimenDoorBase is an abstract class that extends ALimenInteractable. It manages the state of a door (Open, Closed, Opening, Closing) and provides methods to interact with it. The class includes properties for configuration and delegates for state changes. It also defines blueprint-implementable events for animations and utility functions to set the door's state without animation.

Properties

Type

Name

Access

Description

bool

bStartOpen

EditAnywhere, Category=" Limen

Config"

Determines if the door should start open when the game begins.

FName

DoorComponentTag

EditDefaultsOnly, Category=" Limen "

Tag used to identify the primitive component that represents the door in the scene.

Functions

Return Type

Signature

Description

void

SetStartOpen(const bool bNewStartOpen)

Sets whether the door should start open when the game begins.

void

OpenDoor(AController* InController = nullptr, APawn* InPawn = nullptr, const bool bIgnoreRestrictions = true)

Opens the door with optional controller and pawn parameters, and an option to ignore restrictions.

void

OpenDoorWithoutAnimation(AController* InController = nullptr, APawn* InPawn = nullptr, const bool bIgnoreRestrictions = true)

Opens the door without animation, with optional controller and pawn parameters, and an option to ignore restrictions.

void

CloseDoor(AController* InController = nullptr, APawn* InPawn = nullptr)

Closes the door with optional controller and pawn parameters.

void

CloseDoorWithoutAnimation(AController* InController = nullptr, APawn* InPawn = nullptr)

Closes the door without animation, with optional controller and pawn parameters.

bool

IsOpen() const

Returns true if the door is currently open.

EDoorState

GetDoorState() const

Returns the current state of the door.

void

Interact(AController* InController, APawn* InPawn)

Toggles the door's state between open and closed when interacted with.

void

DoorOpenAnimation()

Blueprint-implementable event for opening the door animation.

void

DoorCloseAnimation()

Blueprint-implementable event for closing the door animation.

void

SetDoorOpenWithoutAnimation()

Blueprint-implementable event to set the door to open state without animation.

void

SetDoorCloseWithoutAnimation()

Blueprint-implementable event to set the door to closed state without animation.

void

ToggleOpenState()

Toggles the door's state between open and closed programmatically.

void

NotifyAnimationFinished(const bool bIsOpenAnimation)

Notifies that a door animation has finished, updating the door's state accordingly.

void

SetDoorState(const EDoorState NewState)

Sets the door to a specific state without triggering animations or notifications.

Usage & Implementation Notes

  • The door starts in an undefined state and transitions through states based on interactions.

  • Animations are handled via blueprint-implementable events, allowing for custom animations in blueprints.

  • The DoorComponentTag is used to identify the primitive component that represents the door, enabling navigation mesh updates when the door opens or closes.

22 May 2026