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3D Computer Animation Fundamentals Immersion

Unreal Engine – Immersion Project – 21 – Trigger + Animation

I developed this node setup to create a dynamic monster encounter that triggers based on player interaction with the curtain. I wanted the whole thing to feel dynamic and reactive to what the player’s doing. The logic starts with that UpdateStateMovement node there to track where the monster is and what state it’s in. This thing is just standing out in the field, completely visible through the bedroom window while players are poking around the room.

The branching logic I set up handles the state transition when the curtain interaction begins. Those Get Movement Component and Set Movement Mode nodes let me control exactly how the monster switches from just standing there to full-on pursuit. I specifically chose to trigger this during the curtain closing animation rather than after it completes – that moment when the player thinks they’re making themselves safer is exactly when I want to subvert their expectations.

The Animation Blueprint setup was key for making the monster’s movement feel natural. Made this state machine that handles the transition between idle and run animations based on velocity. It’s super smooth – doesn’t just snap from standing to sprinting, there’s this acceleration period where the animations blend together.

Making it a Character class instead of a basic actor was crucial. Now it’s got all that physics and collision handling built in, so when it’s charging across the landscape toward the window, it’s actually reacting to all those little elevation changes in the terrain. The window is actually a little above the landscape so the character actually ends up under the stage, so I added a ramp that I’ve set to not be visible during gameplay, this lets the monster reach the window while keeping it clean.

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