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Blueprint Graphs

Obstacle System

Izcalli of the Wind

The focus of this blueprint was to create an easy to use system that incorporates linear, rotational, doorway, and trial integration by receiving activation from event begin play, collision, and events from C++ created assets. The need for this blueprint came from Izcalli of the Wind large design premise and wanting to be able to prototype different puzzles and obstacle types as possible.

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Coloring Grenade

Personal Project

After building a system that would recognize the player's mesh material color and apply a new color based off what other color the player walked into, I wanted to design a grenade that would self detonate after a few seconds and color the player's mesh. This was designed as the coloring system was useful for coloring puzzles. The standard obstacle was for the player to match their material's color to a doorway's color in order to pass, with a tracking system of the player's tries that would reset the game if they failed any gate after three attempts. The color grenade allowed me to provide a new form of tension for the player, as I already had obstacles that could color the player while moving and flashing. Since these obstacles could only use one color, I caused the color grenade to randomly select a color, making the player decide if they want to take a shot at making it to the gate or potentially stay in dangerous area. 

Color Me

Color Me

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ColorMe_ColorGrenade_Blueprint

ColorMe_ColorGrenade_Blueprint

ColorMe_ColorCheckFunction_Overall

ColorMe_ColorCheckFunction_Overall

ColorMe_ExplosionLightLerp_ColorGrenade.

ColorMe_ExplosionLightLerp_ColorGrenade.

ColorMe_GrenadeAction_ColorGrenade

ColorMe_GrenadeAction_ColorGrenade

ColorMe_SetLightColor_ColorGrenade

ColorMe_SetLightColor_ColorGrenade

ColorMe_SetLightFunction_ConstructionScr

ColorMe_SetLightFunction_ConstructionScr

ColorMe_SetActiveMacro

ColorMe_SetActiveMacro

ColorMe_ColorActor_Overall

ColorMe_ColorActor_Overall

Event Graph for another obstacle. This blueprint constantly puts out a 'light' that if the player overlaps with will be turned to that color.

ColorMe_MoveLoop_CollapsedGraph

ColorMe_MoveLoop_CollapsedGraph

ColorMe_FlashingLightFunctionality

ColorMe_FlashingLightFunctionality

ColorMe_SetMaterialandLight_Construction

ColorMe_SetMaterialandLight_Construction

Allows the user to change the light and material color without having to go into the blueprint by having the color enumeration variable exposed.

Spawn Blueprint

Paradise

A tool I prototyped in my Paradise level, I wanted a simple blueprint that could spawn any AI class easily, be well adjustable with a delay in spawns, and handle certain cues from the player, like if the player enters a room and the collider recognizes the entry and waits for the player to come back through before spawning enemies. While this spawn system only works for one at a time, it is still invaluable for quickly prototyping encounters.

Spawn Waves

Spawn Waves

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Explosive Arrow Interactable Objects

Isle of Bones

In my Isle of Bones level I had the player use explosive arrows for AoE combat to get around shielded enemies, but I wanted it to have environmental functionality as well. In this level I made one blueprint that had an array that keeps the knowledge of all the objects it is connected to, as well as the logic for executing an event afterwards, such as a level sequence, moving on a rotational or linear movement, etc. The other blueprint had an on collision event that recognized if an explosive arrow hit it.

Explosive Arrow Interactable Objects

Explosive Arrow Interactable Objects

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SpawnBP.png

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On Death Event

Isle of Bones

Another blueprint I needed for Isle of Bones was a gate that could keep track of enemies and if they died. The gates had a system that would count up to an integer determined by the user and execute an event. The Gate Swing event gets called by the enemy AI on event destroyed.

On Death Event

On Death Event

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