Dungeon Item Room


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 FlagToSetAfterAcquisition to 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?)