Setup Instructions #

Setting up the Modular Elevator and Escalator System requires just a few steps:

  1. Add the BP_ElevatorComponent to your character.
  2. Set up Interaction Input:
    • Add your interact input key.
    • Connect the Interact event from the ElevatorComponent to Pressed/Started and the Stop Interact event to Released/Completed.
  3. Optional: Flip Controls:
    • If using the static elevator camera with flipped movement input, set up the Add Movement events.
    • Skip this step if you are not using the Flip Controls option.
  4. Add Elevators and Escalators to your level.

You are now ready to use the Modular Elevator and Escalator System!

Customizable Settings #

Default Settings #

  • Max Floor Count: Total number of floors, including the ground floor.
  • Ground Floor: The floor designated as the ground (0 = first floor).
  • Duration: Time in seconds for the elevator to travel one floor.
  • Floor Height: Distance between floors.
  • Starting Floor: The floor the elevator starts on at the beginning of play.
  • Obstacle Trace Width/Depth: Dimensions of the trace used to detect obstacles.
  • Actors for Obstacle Trace to Ignore: Add actors to ignore during obstacle checks.
  • Return Elevator to Ground Floor: If true, the elevator returns to the ground floor after use.
  • Return Delay Length: Delay time before the elevator returns to the ground floor.
  • Perform Obstacle Check?: Toggle whether obstacle detection is enabled.

Interaction Settings #

  • Only Use Once?: Restricts elevator usage to one time if set to true.
  • Interaction Action: Custom action word for the elevator (e.g., “Use,” “Ride”).
  • Actor Name: Name displayed during interaction (e.g., “Lift,” “Service Elevator”).
  • In Volume Interaction?: Automatically activates when the player enters the volume.
  • Trigger Access: Allows a trigger (e.g., lever) to start the elevator.

Door Settings #

  • Has Doors: Toggle whether the elevator has doors.
  • Start With Doors Open?: Option to have the doors open at the beginning.
  • Doors Open Direction: Horizontal or vertical door movement.
  • Door Delay: Delay before the elevator starts moving after doors close.
  • Actors for Door Trace Ignore: Add actors to ignore for door obstacle checks.
  • Doors Automatic?: Toggle automatic door operation.
  • Has Multiple Doors?: Toggle for elevators with more than one set of doors.
  • Show Open/Close Door Buttons?: Show interaction buttons for opening and closing doors.

Camera Settings #

  • Camera Options: Choose between no camera change, close-up, or fixed elevator camera.
  • Camera Close Target Length/Offset: Set the target arm length and offset for close-up camera mode.
  • Flip Controls After Camera Switch?: Flip controls after switching to a fixed camera.
  • Use CCTV Effects?: Adds post-process effects to simulate CCTV cameras.
  • Camera Shake: Enable or disable camera shake when the elevator moves.
  • Camera Shake Start/Stop: Assign specific camera shakes for elevator starting and stopping.

Sound Effects #

  • Elevator Music: Choose background music for the elevator.
  • Next Floor Notification SFX: Sound alert for floor passing.
  • Elevator Moving SFX: Sound of the elevator in motion.
  • Doors Opening/Closing SFX: Sounds for doors opening/closing.
  • Blocked Door SFX: Alert sound if doors are blocked.
  • Elevator Stop SFX: Sound played when the elevator stops.
  • Door Shut Impact SFX: Sound when doors fully close.
  • Blocked Door Alarm SFX: Sound when the doors are blocked.
  • Alert Shut Door SFX: Sound played when manual doors are left open and elevator attempts to start.

Widgets #

  • Floor Counter Widget: Toggle whether the floor counter is displayed.
  • Floor Button Type: Choose between widget buttons, mesh buttons, or volume-based interaction.
  • Floor Button Mesh Scale/Spacing: Set the size and spacing of button meshes.
  • Floor Button Mesh Column Count: Number of button columns.

Locks #

  • Lock: Lock options (None, All, or Floor-specific).
  • Locked Floors: Set specific floors to lock.
  • Required Key: Assign key cards to unlock floors.
  • Locked Notification Text: Custom text displayed when a locked floor is encountered.

Elevator #

  • Use Global in Elevator: Alerts other actors when the player is in the elevator. (example: in demo level this is used to pause level music)