🕺Features Overview
Physical Footstep Sounds

Footstep sounds dynamically change depending on the surface type the character walks on. With support for 13 physical materials (e.g., metal, wood, grass, mud), this system greatly improves immersion and environmental feedback. Setup is done via Unreal’s Physical Surface system and Blueprint trace logic.
Simple Interaction System w/ Dynamic Dot

A raycast is sent from the camera center to detect interactable actors (BP_BaseItem
). When pressing E, the system triggers the appropriate event on the target object. This interaction system is lightweight, easily expandable, and serves as the basis for item pickups, buttons, or readable objects.
The crosshair reacts to the environment by changing appearance (e.g., color or shape) when the player looks at an interactable object. This is handled via WB_InteractDot
and the player blueprint, helping the player intuitively understand when interaction is possible without cluttering the UI.
Flashlight w/ Animations

A toggleable flashlight is attached to the camera, activated with the F key by default. This is perfect for darker environments or horror-style gameplay. The flashlight includes wall clipping prevention and a subtle hand sway effect for added realism. Its brightness, cone angle, and range can be fine-tuned in the BP_FPMovementPlayer
blueprint.
Door w/ Key System

An interactable door system where each door can be set to locked or unlocked in the Unreal Engine Details Panel when placing it in the level. Locked doors require a matching key to be opened, and once unlocked, they remain openable—there is no relocking during gameplay. The system uses a simple ID-based pairing between keys and doors, making it easy to control access and create layered puzzles or gated progression. Includes smooth door animations and clear unlock feedback.
Note System

A versatile system for displaying readable notes in the world. Supports both single-page and multi-page formats with polished open/close animations and a clean, customizable UI. Notes are easy to create and configure, making them perfect for environmental storytelling, player guidance, or hidden lore. Expandable to support collectibles or journal-style entries with minimal setup.
Crouching

A smooth and responsive crouching system activated with the C key by default. When crouching, the player’s capsule height is reduced, and movement speed is adjusted accordingly—ideal for stealth gameplay, tight spaces, or immersive navigation. The transition is fully animated and can be easily modified. Crouching behavior and speed values can be customized directly in the BP_FPMovementPlayer
blueprint for complete control over movement feel.
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