

The random float in range between 10.0 and 20.0 actually serves as my initial trigger – it determines when the whole sequence kicks off after the player starts the game and when the sequence is reset. I connected this through a delay node that feeds into both the sound system and movement timeline.
What’s neat about this setup is how I offset the audio and visual elements. The sound effects trigger about 5 seconds before any physical movement occurs – this was deliberate, giving players a heads up that something’s about to happen. I implemented this by splitting the signal after the delay node, with one branch going straight to the sound effect and another running through an additional delay before hitting the timeline controller for the door movement.

Above shows my hand interaction system using the bonyLwrist as the control point. I created a timeline that manages the precise positioning of the monster’s hand during the door interaction. The Get Owner node references its skeleton, feeding into a series of Make Vector node that controls its movements. I spent quite a bit of time fine-tuning those Set Relative Location values to make sure the hand placement looks natural when gripping the door.


Looking at this section of my blueprint, I’m really happy with how I implemented the room’s color shift during the door sequence. I set up a post-process system that smoothly transitions the room’s color balance when the door event triggers. The Make Vector 4 nodes at the start define my color values – I’ve got them configured to push the room towards a red tint by adjusting the RGB and intensity values.
The post-process transitions work through two phases – I created one vector for the initial state and another for when everything returns to normal. What’s particularly satisfying about this setup is how I used the Set members in PostProcessSettings nodes to handle the actual color grading. These feed into a timeline that controls the transition timing, making sure the color shift feels smooth rather than jarring.