
I made this chair interaction mechanic that acts as the main focus of the game, having the player push it towards the window in order to end it. The logic flow starts with a simple interaction system – when the player clicks on the chair, it triggers this whole chain of events that I have set up.
The core movement logic uses a Timeline node, which I connected to a Vector Lerp for smooth chair movement. I wanted that slower drag effect rather than just snapping the chair to its end position. The Timeline gives me precise control over the movement duration and curve which was really crucial for pacing.
I also set up a branch condition that constantly checks the chair’s displacement from its initial position. If the chair moves beyond a certain threshold and within the specific time window it triggers the scare. This uses a simple Vector Distance node, but getting the timing right took some trial and error.

I’m particularly happy with how the sound implementation turned out. I connected an Audio Component that triggers this scratching sound effect when the chair starts moving. The scare trigger logic feeds into this sequence controller I set up. When the distance threshold is exceeded, it spawns the monster actor and initiates its sequencer animation toward the room.

One thing I’m still tweaking is the timing between the chair movement and the monster spawn. Currently using a slight delay node to create this moment of dread between when the chair stops moving and when the monster appears. Those few seconds of anticipation really amplify the scare, it also gives the player time to save themselves by turning the lights out!