The “Item-Get!” room in dungeons all follow the same pattern:
- Weird purple glowy door
- Enter non-euclidean room
- Item on pedestal at end of room
- Click to acquire
- Item “Tutorial” text appears as usual
- Room “Fades out” and reveals the “Real” room behind it
- Escape room / maybe move forward using new tool right away.
BP_ItemRoomController controls the show.
All it really does is listen for the flag of the player acquiring the item then animates a value on MPC_ItemRoom as well as swap some collision around
- We’ll probably add some extra stuff here (audio control, particles, ETC)
Be sure to populate / update the lists of actors you need to hide / unhide in here. The save component needs a flag, something like
D2ItemRoom
- Your BP_PlaceableReward needs to set its
FlagToSetAfterAcquisitionto the same flag.- This actor may turn into something bespoke (item holder or something) but same principle.
There is a “Bubble” mesh that acts as a sky. Likely will need to make a bespoke mesh for each room.
Organizationally I’ve split up the “Fake” and “real” levels but this is not strictly necessary.
Todo:
- “Purple” door
- Better floor geo
- Better geo materials
- Item holder
- ItemRoom sky mat (purple?)