Chests
Introduction
Chests are purely a deconstruction and recreation of chests from other games. Like most other blueprints and functionality, I modeled mine after the ones found in most Zelda games and titles similar to that franchise. In terms of functionality, it’s a relatively future-proofed way of giving items to my player.
Functionality
The core functionality of the chest is built around an enumerator and a switch on enum. After getting the cue from the player to open up, the chest lid switches to an open position and the blueprint awards the player their reward based off of the public enum that’s set when the chest is placed in the world. I have several options currently available for giving the players, but adding more options wouldn’t be hard at all. To add new options, a designer would just have to add a new entry into the enum and dictate what that new option does (for example, adding a heart option would just require adding “Heart” as an entry in the enum and adding a function to increase the player’s health in the chest).
Blueprint Renders
Below is an interactable render of my treasure chest blueprint as it currently is.
Please note, to view and interact with the whole blueprint, your viewing device may require you to maximize the window.