Blog 2: MVP 1
Payton Grady
GAM-3352-01
Professor Heagney
30 August 2021
MVP 01: Door
The Expected
For me, what went faster than expected was programming the doors. I had expected to have to make
each door in the "hatch" its own unit and take a long time to figure out the direction, speed, etc. in
which each opens. However, that turned out to be fairly simple because I could just duplicate them and
reverse these factors and put coordinates in a different axis. As an end result, each door would slide out
the same distance and speed in one smooth motion.
The Unexpected
What took me longer than expected was reteaching myself static brushes. I remembered to use
additive and subtractive brushes appropriately, but I wrongly thought that they could be used for the
usual static meshes. Another setback was an error screen I kept getting in which my items would not
save. That is why the image I have uploaded looks different from the finished product.
The Well-known
I feel like I am really coming around to understanding timelines in Unreal Engine. Doors are said to
be one of the most difficult things in video games, but they are also essential because they use so many
features like timelines, lerp, and that can be applied to other aspects of the game like enemies,
obstacles, NPCs, etc.

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