A all in one side sroll, top down, fixed, location displaying, immersion box trigger.
Compatible with UE4 v4.26
Documentation: Google Drive, Youtube Demo
For support or if you have questions, email me at [email protected]
The Area Trigger is a tool for adding immersion and gameplay options without modifying your current game or work. It does this by using interfaces to pull various reference and data from your already existing game with minimal configuration.
Area Trigger Primary Features
The blueprint creates a box trigger that can be named. Once set up, during gameplay, when the Area Trigger activates, it will display a UI Widget to the player which indicates whether the character is entering the area or leaving the area.
Included is a Blueprint Interface with 10 functions which can be called and reference back to whichever Area Trigger the developer is attempting to communicate with.
You may also use multiple Area Triggers which will automatically sync states (Triggered or Not Triggered) with all Area Triggers with matching names. This allows you to have multiple triggers with different events within the same world all with different names.
The Area Trigger also allows for Entrance and Exit SFX to be used which will play depending on if the character is entering or leaving the Area.
The Area trigger also allows for a Looping Background Ambiance or Music SFX to allow for a further immersive environment. Such as birds chirping, or urban background noise. This CUE with fade in and fade out depending on the Area Trigger’s state.
The Area Trigger also allows for the creation of Spawn Points which are controlled by creating Array entries in the Transform variable. You are not restricted to spawn points as the BP will spawn any class the Area Trigger is set to. The current example includes spawn points which can be set to any BP to spawn at. These spawn points also snap to the terrain but also include an offset for fine-tuning its position.
The area trigger also allows for a fixed camera transition from the character active camera and position to the new target position. This can be set individually or trigger by trigger.
The area trigger also allows for HUD indicators that point to the other matching triggers. Essentially marks the exit and entrances to an area.
The Area Trigger Sizing is controlled via the transform widget but may also set its variable directly in the details tab.
Features: (Please include a full, comprehensive list of the features of the product)
Number of Blueprints: 4 BluePrints In total (Area Trigger, Trigger Camera, Trigger Camera Target, Trigger Spawn Point)
Input: n/a
Network Replicated: No
Supported Development Platforms:
Windows: Y
Mac: Y
Documentation: Google Drive, Youtube Demo
Important/Additional Notes:
This is the second release. Be sure to add the interface and set up your references in the function to pass data correctly from the character to the area trigger.