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The Making of a Pressure Pad and Moving Platform Mechanic in Unreal Engine 5

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In this project, I delved into the creation of a dynamic pressure pad and moving platform interaction system in Unreal Engine 5. This modular setup allows for seamless integration into any gameplay scenario, offering robust functionality and intuitive player feedback. The goal was to design an interactive mechanic where stepping on a pressure pad triggers associated platforms to move, providing both visual and auditory feedback to enhance player engagement.

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The Design Process

Initial Setup and Prototyping

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The process began with blocking out the environment using placeholder assets to prioritize functionality over aesthetics. Basic block meshes were used for the pressure pad and platforms, allowing for rapid iteration and testing. This phase ensured that the interactions were intuitive and the system was mechanically sound before transitioning to detailed assets.

Blueprint Separation

To maintain modularity, the project was divided into two key blueprints:

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BP_PressurePad_Platform: This blueprint detects when a player or designated object steps on the pressure pad. It manages the activation and deactivation of linked platforms through an array system, ensuring smooth gameplay integration.

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BP_MovingPlatform: This blueprint handles platform movement between designated start and end points, using timelines for smooth animations.

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Both blueprints were designed to be flexible and customizable, allowing easy setup in the editor for various gameplay scenarios.

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Key Features

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Pressure Pad Feedback: The pressure pad changes its material dynamically upon activation, offering immediate visual feedback. An optional animation depresses the pad for added realism.

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Platform Movement: Timelines drive platform animations, creating smooth and immersive transitions. The system supports multiple linked platforms, enabling complex puzzle designs.

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Visual Indicators: Lights on the pressure pad change color to reflect the state of the moving platforms: green when the platforms are moving and red when they are stationary.

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Audio Cues: Each interaction triggers sound effects, such as a "click" for activation and mechanical movement sounds for platforms, reinforcing the tactile feel of the system.

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Challenges and Solutions​

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Issue: Ensuring precise actor detection to avoid unintended interactions.

  • Solution: Improved collision checks and added specific casts to validate actor types.​

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Issue: Debugging overlapping interactions and movement synchronization.

  • Solution: Introduced boolean states and debugging tools like Print String to streamline troubleshooting.

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Issue: Maintaining modularity across different levels.

  • Solution: Designed blueprints to be self-contained, allowing easy reuse without affecting other instances.

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Lessons Learned

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This project underscored the importance of modular design and iterative prototyping. Breaking functionality into manageable blueprints streamlined development, enabling rapid testing and adjustments. Visual and auditory feedback proved essential for player engagement, while editor-friendly setups simplified level design.

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Next Steps​

Building upon this foundation, future iterations may include:

  • Pressure pads triggering multiple gameplay elements simultaneously.

  • Advanced animations for platforms and pads to enhance immersion.

  • Integration with more complex gameplay scenarios, such as timed challenges or cascading effects.

This process demonstrates the power of Unreal Engine 5's Blueprint system and the importance of iteration in game design. I'm excited to see where these skills take me in future projects.

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📄 Download the Free Step-by-Step Guide

Click here to access a detailed guide for creating this Unreal Engine blueprint. No email required—just click and download.

📦 Download SFX

Click here to get the SFX for this Unreal Engine blueprint. No sign-ups, just free resources.

Questions? Contact Me!

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