Examples
Examples
Here are a few in-engine examples to demonstrate how different interaction types and logic setups can work using the same base actors. These examples are found in the L_Demo
and L_QuickDemo
maps included in the pack.
🗄️ BP_Drawer vs BP_DrawerHold
These two blueprints use the same model but showcase two different interaction styles:
🔹 BP_Drawer
Uses Press interaction type.
Physically animates to open and close the drawer.
Items inside the drawer can be manually picked up.
🔹 BP_DrawerHold
Uses Hold interaction type.
Represents a non-animated search action.
On first interaction, the player holds the interaction key to simulate a "search."
Instead of items inside the mesh, the player is presented with an item transfer widget to move items between the stash and their inventory.
After being searched once, the drawer switches to Press behavior for quick access.
🧠 These two versions are split for clarity in the demo, but you can combine both behaviors into a single blueprint if desired.
💡 Light Switches
🔹 First Room Switch
Instantly toggles the lights in the room when interacted with.
Direct control using
BP_MasterControl
→BP_MasterTarget
.
🔹 Final Room Switch
Uses delayed activation.
Each light turns on one by one after a short delay (for a "stadium lights" effect).
Demonstrates how multiple targets can be controlled sequentially using delay settings.
🧩 Experiment Freely
These examples highlight how flexible S.B.I. is — you can use the same actor and model to create vastly different behaviors simply by changing variables in the editor.
Play around with the demo maps to test variations and understand how controls, targets, and requirements can be combined to suit your game’s style.
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