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Spawn Keys In Random Drawers | Unlock Door Key System Part 2 Unreal Engine 5

583 views· 40 likes· 13:41· Dec 14, 2025

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In this video, we saw how to spawn keys in drawers in Unreal Engine 5. This video also includes How to open drawer in Unreal Engine. How to Open and Close Door in Unreal Engine 5. Download Project File: https://www.patreon.com/posts/key-drawer-145628216 Join My Discord Server: https://discord.com/invite/4nNtzmjhQZ Door Key System: https://youtu.be/xnADzMXIPhE 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: Butter by Lukrembo Get them from here: https://freetouse.com/music Current Subs - 1975 ___________________________________________________________________________ unreal engine 5,ue5, tutorial ,unreal engine tutorial, ,unreal engine 4,ue4, spawner keys randomly ue5, open and close door, tutorial, multiple keys doors ,interact with door,ue5 door interact,ue5 open drawer unreal engine 5,unreal engine 5 open and close doors, unreal engine key door system, unreal engine open close drawer system ,unreal engine 5 drawer interaction system ___________________________________________________________________________ My Laptop Specs: 16 RAM DDR4 RTX 3050 AMD Ryzen 5600h #unrealengine #ue5 #ue4 #ue4tutorial #unrealengine4 #unrealengine5 #blueprints #GameDevelopment

About This Video

In this part 2 of my Door Key System series in Unreal Engine 5, I show you how I spawn keys inside random drawers at runtime—so every playthrough feels like a proper horror escape game. I start by demonstrating the gameplay loop: three locked doors, three different keys, and you have to search drawers until you find the right one. The big goal here is making the key locations random each time, while still keeping the keys tied to their respective doors. On the blueprint side, I set up a Table BP that contains multiple Drawer BPs as child actor components, because each drawer needs its own interact logic. Inside the Drawer BP, I reuse my door opening approach: a Timeline that smoothly moves the drawer along the Y-axis (0 to 35) and toggles open/close using the NOT operator on a boolean. Then I switch to the GameMode (since it stays persistent for the whole level) and build the random spawning system: gather all tables with Get All Actors of Class, pick a random table, remove it from the array so it won’t repeat, pick a random drawer from that table, and set a tagged child actor component (“key”) to the key class I want to spawn. Finally, I loop based on my key count so all keys get placed automatically on Begin Play.

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