CGT Week 5: Implementing Mechanics Part 2
- dylanknipe456
- Apr 26, 2021
- 1 min read
Updated: May 8, 2021
22/03/21
Artefacts and Artefact Doors


I set up artefacts in a similar way to chests as again, I did not want the players to juggle too many objects at once. So, all the players have to do in order to collect these objects, is to simply walk into them. Once obtained, a sound will be heard that lets the players know they have collected an artefact. The door, which the artefact corresponds to, will then be destroyed, thus allowing the players to continue on with the level.
Switch Doors


Switch Doors by default are closed and have a red light on them to indicate that the switch that corresponds to it has not been turned on. In order for the players to open these doors, they must pick up and place the default cube, which is used in the VR Unreal Engine template, on top of a switch. If done successfully, it will run the Door Open event that will open the door and change the light to green.
Shield and Projectile Enemy


The shield was very simple to implement as I just found another shield mesh from the Epic Games Store, added the code that makes it snap into a good position when grabbed, and added a collision box that destroys any projectile that collides with it.
For the projectile enemy, I set it up to track the players with the pawn sensing command, so that it fires projectiles every second whenever the players enter its line of sight. These projectiles push the players back when they come into contact with it.
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