
In Project 04, several environmental puzzles require activating multiple pressure plates to unlock doors. To provide both players and level designers with clear visual feedback, I developed a synchronized signaling system.
The technical implementation utilizes a combination of Instanced Static Meshes and Dynamic Material Instances. Level designers simply add elements to a localized array and reference the corresponding pressure plates in the world. The Construction Script then procedurally generates indicator lights above the door for each entry in the array. During runtime, these indicators poll the state of their linked plates once per second, updating their emissive material properties to provide real-time status updates.
This was my first 'real' long-term project in Unreal Engine, and I think it shows! It really opened my eyes to what the engine can do and how much I can grow as a developer.
Diving into the code side of things helped me bridge the gap between Blueprints and C++, giving me a much better workflow. I’ve reached a point where I can iterate and test out my ideas much faster than when I started, which is a huge milestone for me.