Shutdown Protocol Dev log – Day 16

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Devlog – Day 16

Summary

Today focused on polishing and hardening interaction feedback across Rooms 1–2. I replaced player-facing Print String LookAt output with a centered HUD widget (with proper set/clear behavior), tightened LookAt targeting to eliminate false positives, and ensured the Room 1 keypad UI always has a clean exit path with correct focus handling. In parallel, I added solved/opened-state gating across key interactables (switch panel, doors) to prevent dead interactions and audio/UI side-effects, improved keycard reader messaging based on inventory state, added keypad fail feedback for incomplete entries, removed debug prints from puzzle completion, restored a clear unsolved-state indicator light, tuned movement pacing, and finished with a full run-through test.


What I Worked on Today

[POLISH PASS] – Interaction Feedback, LookAt Messaging & UI Cleanup

Intent

Polish interaction feedback and LookAt messaging to improve clarity, consistency, and player readability during core gameplay. Replace Print String feedback with a central LookAt/status widget, tighten LookAt targeting, and ensure the Room 1 keypad widget has a reliable exit flow.

What Actually Happened

A new centered LookAt HUD widget was built and added to the viewport, then wired into the existing LookAt system to replace player-facing Print String messages. The HUD gained explicit set/clear behavior so prompts appear only when a valid target exists and properly clear when looking away. Room 1’s keypad widget received a close path, and an input focus issue was resolved by correctly configuring UI-only input mode and widget focusability. Door LookAt false positives were eliminated by having non-door frame components ignore the Interact channel. Finally, locker/keypad messaging was split by introducing a dedicated BP_Keypad actor with its own interaction and LookAt targeting, keeping the underlying puzzle logic unchanged.

Accomplished

Why This Matters


[Room 1–2 / Interaction & Feedback] – Gameplay Fix Pass (LookAt, Gates, UI/Audio, Puzzle Feedback)

Intent

Deliver a targeted gameplay fix pass to improve interaction feedback, LookAt messaging accuracy, and polish-state gating across key Room 1–2 interactables and puzzles. Apply strict gating to prevent solved/opened interactions from producing audio/UI side-effects, and restore clear unsolved-state indicators.

What Actually Happened

Solved/opened gating was added to stop interactions from firing (and making noise) once a device was already in its final state, including switch panels and doors. The keycard reader was updated to detect the player, query inventory state, and swap LookAt text between “Use Keycard” and “Requires Keycard” based on a stored boolean. The locker keypad gained a fail sound when Enter is pressed without enough digits, preventing misleading submissions. Debug Print String nodes were removed from puzzle completion flow, and the passphrase/word console was adjusted to show a red unsolved indicator on Begin Play. Additional polish tweaks were made to keycard placement and overall player movement pacing, followed by a full run-through test.

Accomplished

Why This Matters


Technical Notes


Challenges & Lessons Learned


Next Steps