Events & Variables
In this assignment, a key-door trigger system was implemented using custom events, timelines, collision detection, and the Destroy Actor function. The BP_Key detects player overlap via Sphere Collision, calls the custom OpenDoor event on its referenced BP_Door instance, and then destroys itself. In the BP_Door blueprint, OpenDoor uses a Branch to check the instance-editable IsUnlocked Boolean (set true in the level), then plays a Timeline to smoothly rotate the door open via Set Relative Rotation, with a Print String for debugging current rotation.
A major challenge was efficiently detecting the Boolean state; Event Tick was initially used but replaced with a custom event for improved reusability per TA guidance.
Actor Communication
This assignment features core interactive mechanics.
A light toggle and obstacle destruction system was implemented using Blueprints, casting, and interfaces. The Level Blueprint handles E key press to call LightControl on BP_TopLight, toggling intensity between 0 and 5000 with debug prints. R key press sends messages via BPI_Interface to BP_Obstacles, triggering self-destruction. BP_LightTrigger detects overlaps, casts to BP_TopLight for control or self-destruction (though not activated).
Mastered casting for actor communication and Blueprint Interfaces for flexible interactions. Key challenge: Debugging a successful player-involved cast; solved by understanding initial design validated pre-referenced actors, not collision triggers.
Lightning & Materials
This assignment features dynamic lighting with Lumen.
The indoor scene is a mysterious lounge reached by a long staircase, centered on a statue with extending pillars for depth. Lighting combines Directional and Sky Lights for subtle exterior leakage, a Spotlight for player spawn, Point and Rectangular Lights to highlight the statue, and Starter Content lamps for stairs. Tuned colors and watery wall materials create immersive reflections, enhanced by Lumen's real-time global illumination and wet surface effects.
The outdoor ruined garden has scattered pillars, frames, rocks, and bushes. The core mechanic is a rotating Directional Light simulating a day-night cycle: bright daylight with moving shadows, transitioning to night with activated Rectangular Lights in frames, hidden Point Lights behind bushes, and a distant Spot Light. Lumen dynamically calculates soft interactions and reflections, transforming unified day into profound, contrast-rich night.
VFX and Niagara
This assignment created three distinct particle effects.
The "Fireball Animation" features a pulsating, rebirth-cycle fireball with layered fire rings using KillParticles and Fountain emitters, adjusting lifetime, spawn rates, and gravity for rhythmic intensity.
The "Holy-Fashion Beam" is a vibrant sacred light pillar triggered by key press, built from UpwardMeshBurst (bush mesh) and ConfettiBurst (glass material) emitters, with modified gravity, spawn radius, and size randomization for surging energy and flickering flakes.
The "Magic Ruin of Cubes" reveals a growing relic structure of glowing rune-engraved cubes on key press, using InterpolateValueOver emitter with extended lifetime for accumulation and intricate expansion.