Monday, October 9th
I made our NPCs (the Loomies!) into interactable actors and made it so they talk to us when we interact. I also put a few interactables into our main level and showed another desiger how to use the system (it was Melinda, and she loved it)! The last few hours of the day I spent some time with the Unreal Wizard André, creating a pair of material functions. One converts a vector3 RGB color into a single float value and the other turns it back into an RGB color again (quite accurately, I might add!). We are planning to use this for our cloud shader, where it will allow us to pass color in using a single float channel rather than three, thus freeing up two channels.
Tuesday, October 10th
Most of the day went to doing management tasks. *Insert sigh of exasperation*
Wednesday, October 11th
I made the interaction system work multidirectionally, meaning for example that a single interactable lever can be connected to several receiving doors, and I made it so that receivers can be inverted, meaning an Off-signal becomes an On-signal, and vice versa.
Thursday, October 12th
I stayed home because of an annoying headache
Friday, October 13th
Melinda told me she wanted to have buttons right next to some very thin walls on her level, but that she couldn't since the player was able to interact with it through the wall. So, I quickly whipped up a fix making sure there is an unobstructed path between the player and the interactable. I also added temporary VFX and SFX for playtesting, along with an easy way to change and customize them on the fly.