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Hide Inside Locker in Unreal Engine 5 | Horror Escape Game - Part 11 | Beginner Friendly

270 views· 11 likes· 15:46· Feb 21, 2026

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In this video, we saw How to hide player from AI in Unreal Engine 5. How to hide in Almira in Unreal Engine. This video also includes How to make horror game in Unreal Engine. Download Project File: https://www.patreon.com/posts/complete-horror-149176525 Join My Discord Server: https://discord.com/invite/4nNtzmjhQZ Full Playlist: https://www.youtube.com/playlist?list=PLCXlkEo1ncsCWDlGqDoMC9BeBVxBGOg00 If this video helped you, please drop a like and subscribe to my YouTube channel: @VercionGames Download My Games From Here: https://play.google.com/store/apps/details?id=com.vercion.Rampit Contact me here: vercionstudio@gmail.com Music used in this video: Teapot by Lukrembo Get them from here: https://freetouse.com/music Current Subs - 2338 ___________________________________________________________________________ unreal engine 5,ue5,horror game, tutorial, unreal engine horror game,first person horror game unreal engine 5,ue5 first person horror,ue5 beginner tutorial,ue5 how to make a horror game,unreal engine 5 simple beginner tutorial,unreal engine 5 easy horror game,unreal engine 5 beginner game,unreal engine 5 how to make a horror game on unreal engine 5, unreal engine 4,ue4,unreal engine 5 easy game tutorial,ue5 make creature ai chase game tutorial, beginner 1st person horror game in ue5 ___________________________________________________________________________ My Laptop Specs: 16 RAM DDR4 RTX 3050 AMD Ryzen 5600h #unrealengine #ue5 #ue4 #ue4tutorial #unrealengine4 #unrealengine5 #blueprints #GameDevelopment

About This Video

Hey guys, welcome back—this is Part 11 of my Horror Escape Game series in Unreal Engine 5. In this video I build a locker system where the player can hide inside, close the door, and the ghost AI won’t be able to see them. I start by grabbing a locker asset from Fab, then I make sure the collision is correct (only blocking the edges) so the player can actually enter. After that, I duplicate my existing door blueprint, swap the mesh to the locker, add a separate “locker door” mesh, and simplify the open/close logic so the door rotates cleanly from 0 to -100 on Z. Then I make hiding feel proper: I add an Arrow component as a “Hide Location” inside the locker. When the door closes, I check if the player is close enough to that hide point (vector length under a small threshold), set a boolean for “player is inside,” and snap the player to the exact arrow location + rotation. I also set the control rotation so the player is looking forward as soon as they hide. Finally, I handle the real horror logic—whether the ghost actually saw you enter the locker. I temporarily set the locker meshes to ignore Visibility so a line trace can check from ghost to player, and I run the “check attack validity” through the GameMode using my existing “can sense player” trace. If the trace hits the player, the ghost keeps chasing and can open the locker to attack; if something blocks the trace (like a wall), the ghost stops chasing. I also show a quick fix for the “collected none key” bug and disable navigation influence so lockers don’t break AI pathing.

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