Build a stone courtyard with an arch, torches and a chest that opens when the player reaches it. Then playtest it.
Starting a new level, then blocking out the courtyard.
ue-mcplevel.createL_Courtyarddone
ue-mcpasset.import_static_meshSM_Floordone
ue-mcpasset.import_static_meshSM_Walldone
ue-mcpasset.import_static_meshSM_Pillardone
ue-mcplevel.place_actorSM_Floor at origindone
ue-mcplevel.place_actorSM_Wall ×2, back cornerdone
ue-mcplevel.place_actorSM_Pillar ×4, 5 m griddone
ue-mcpasset.import_static_meshSM_Linteldone
ue-mcplevel.place_actorSM_Lintel on pillars 1 and 2done
Blockout is in. Giving it stone, with moss along the walls.
ue-mcpmaterial.createM_Stone, 6 nodesdone
ue-mcpmaterial.create_instanceMI_Stone_Moss from M_Stonedone
ue-mcplevel.set_materialM_Stone on 8 actorsdone
ue-mcplevel.set_materialMI_Stone_Moss on wallsdone
Dressing it with crates, barrels and lamp posts.
ue-mcpasset.import_static_meshSM_Cratedone
ue-mcpasset.import_static_meshSM_Barreldone
ue-mcpmaterial.createM_Wood, 5 nodesdone
ue-mcplevel.place_actor3 crates, 2 barrelsdone
ue-mcpasset.import_static_meshSM_LampPostdone
ue-mcpmaterial.createM_Iron, 4 nodesdone
ue-mcplevel.place_actorSM_LampPost ×2done
Lighting it for dusk.
ue-mcplighting.buildsun, sky light, height fogdone
Torches: a fire system and a Blueprint to carry it.
ue-mcpniagara.create_systemNS_Fire, 3 emittersdone
ue-mcpblueprint.createBP_Torch: PointLight + NS_Firedone
ue-mcplevel.place_actorBP_Torch ×2 on front pillarsdone
Now the chest, with an interaction that opens the lid.
ue-mcpblueprint.createBP_Chestdone
ue-mcpblueprint.connect_pinsOnInteract → OpenLid → PlaySounddone
ue-mcpblueprint.compileBP_Chest, 0 errorsdone
ue-mcplevel.place_actorBP_Chest at centerdone
Scattering rocks with PCG and painting in some grass.
ue-mcpasset.import_static_meshSM_Rockdone
ue-mcppcg.create_graphPCG_Rocks: sample, filter, spawndone
ue-mcppcg.executePCG_Rocks, 14 pointsdone
ue-mcpfoliage.create_typeFT_Grassdone
ue-mcpfoliage.paintFT_Grass, density 0.4done
A tree, a banner, dust in the air and some ambience.
ue-mcpasset.import_static_meshSM_Treedone
ue-mcpmaterial.createM_Leaves, two-sided foliagedone
ue-mcplevel.place_actorSM_Tree, front cornerdone
ue-mcpasset.import_static_meshSM_Bannerdone
ue-mcpmaterial.create_instanceMI_Banner_Reddone
ue-mcplevel.place_actorSM_Banner on back walldone
ue-mcpniagara.create_systemNS_Dust, 1 emitterdone
ue-mcplevel.place_actorNS_Dust in courtyarddone
ue-mcpaudio.create_sound_cueSC_Ambience, loopingdone
ue-mcplevel.place_actorAmbientSound with SC_Ambiencedone
Building navigation, then playtesting: walk to the chest and open it.
ue-mcpnavigation.rebuild1 nav bounds volumedone
ue-mcpeditor.pie_startwalk to chest, open liddone
Playtest passed
✓ Player reached BP_Chest
✓ OnInteract fired, lid opened
✓ 0 errors, 0 warnings in the log
ue-mcpasset.save_allL_Courtyard and 23 assetsdone
Done. L_Courtyard is saved with 23 new assets in /Game/Courtyard. In the playtest the player reached the chest and the lid opened, with no errors. Want fog, or a second room through the arch?