Shutdown Protocol Dev log – Day 7

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Dev log – Day 7

Summary

Today was focused on locking in two core gameplay systems to support Level 1 progression and consistent puzzle feedback. I implemented the Level 1 Fuse Panel interaction as a one-time, persistent “restore power” action that consumes a Fuse from inventory and triggers downstream progression (validated using a door as a stand-in for Puzzle C). In parallel, I expanded BP_Trigger to support up to three linked BP_Emergency lights with per-light instance configuration, then upgraded that system with a single reusable function (ApplyEmergencyLightVisuals) so child/instance blueprints can refresh light visuals without duplicating Blueprint logic.


What I Worked on Today

Level 1 – Puzzle B – Fuse Placement – Restore Power via Fuse Panel

Intent

Implement the Level 1 Fuse Panel so the player can insert a Fuse, consume it from inventory, restore power, and unlock access to Puzzle C. The interaction must be one-time, persistent, and block activation when requirements are not met.

What Actually Happened

The Fuse Panel was implemented by duplicating and adapting an existing podium-based interaction pattern into a dedicated BP_FusePanel_L1B actor. Fuse insertion logic was wired to consume the item, set a persistent powered state, and trigger downstream progression using a one-time gate. Interaction feedback was updated to reflect the powered state, and temporary success indicators were removed after validation. The system was tested end-to-end using a door as a stand-in for Puzzle C, confirming correct blocking behavior, single activation, and inventory consumption.

Accomplished

Why This Matters


Gameplay System – BP_Trigger Multi-Light Support (BP_Emergency Linking)

Intent

Extend BP_Trigger so triggers can optionally drive up to three BP_Emergency lights with per-light instance-editable color and intensity settings. The system must be optional and non-breaking for triggers without assigned lights.

What Actually Happened

Support for multiple emergency lights was added to BP_Trigger by introducing three independent light references and exposing per-light visual parameters. Construction Script logic was updated to propagate color, glow intensity, and light intensity settings to each linked BP_Emergency actor. The system was validated to work with zero, one, two, or three assigned lights, and child blueprints inherited the configuration behavior without additional setup.

Accomplished

Why This Matters


Gameplay System – BP_Trigger – Emergency Light Apply Function

Intent

Add a single reusable callable function on BP_Trigger that applies the instance-configured emergency-light visuals (color, glow intensity, light intensity) to up to three linked BP_Emergency lights, so child/instance blueprints can refresh visuals without duplicating Blueprint logic.

What Actually Happened

A new reusable function entry point was created on BP_Trigger to apply emergency-light visuals. A guarded helper function was added to safely apply settings to a provided BP_Emergency reference without errors when lights are missing. The main apply function was then implemented to update LightA/LightB/LightC using per-light configured values while preserving independent A/B/C settings. The Construction Script was refactored to call the new function so editor preview and runtime share the same logic. Finally, child blueprint invocation was verified, and the function was tested across 0–3 lights to confirm no errors and correct independent visuals.

Accomplished

Why This Matters


Technical Notes


Challenges & Lessons Learned


Next Steps