Posted in Imagery, Technical Work

Technical stuff – Blueprints

I thought it’s certainly worth noting the amount of behind the scenes work involved in this project.

Blueprints are the scripting nodes built into Unreal Engine to make it easy for artists like me to create basic functions that act as game mechanics.


Above is an image explaining how I set up my level trigger boxes. I created a trigger I placed at the entrance of the base, and assigned it to play a matinee (Cutscene) When you enter the box. After it starts, the sound effects of a lift going down are played before a delay. This delay works underneath the cutscene, as it loads the next level, effectively bypassing a black waiting screen. I figured this out myself, so i’m pretty proud of that!

The event BeginPlay is for matinee sequences. I told the event to play as soon as the game starts, record the matinee after a short delay to allow textures to load properly. The execute console command is just to get rid of any unnecessary text such as ‘Lighting needs to be rebuilt’.

Level 2 is where most of the magic happens though. A similar process to the door in Level 1, the trigger box opens the door. The door is set on the timeline you can see below, which says after 8 seconds, move the door from position A to position B. You can set up how smoothly using an adjustable curve track in the timeline. It also plays the sound at the end after the delay, so when you get to the door with the code, it gives you audio feedback to show the player they have done the process of moving onwards.



The spider like diagram above is how the sound works for the door locks. Each individual trigger box is placed around the keycard machine, and when a player collides with each one, it plays the sound.


Finally, above you can see how to get to level 3. After a trigger is hit, a matinee is played followed by 2 sounds, and then an interesting play matinee. I managed to set up a light to get slowly brighter as if the player is activating the Icon with their presence. It happens during the cutscene so you don’t miss it, and the brightness then gives context to the next level’s colour palette.


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