Trap Knockback System
Trap and Knockback System
Section titled “Trap and Knockback System”Enhanced Trap System
Section titled “Enhanced Trap System”Transform the basic statistic changer into a comprehensive trap and environmental hazard system that supports multiple effect types and customizable behaviors.
Trap Actor Components
Section titled “Trap Actor Components”Visual and Collision Setup
Section titled “Visual and Collision Setup”Upgrade the statistic modifier with improved components:
Component Structure
Section titled “Component Structure”- Static Mesh Appearance: Root component for visual representation
- Box Collision: Trigger volume for trap activation
- Static Mesh Variable: Instance-editable mesh selection
- Construction Script: Apply selected mesh to appearance component
Collision Configuration
Section titled “Collision Configuration”- Trigger Collision: Custom collision settings
- Box Collision: Set to overlap pawn only
- Static Mesh: No collision, no overlap events (visual only)
- Hidden Sphere: Remove or hide original sphere component
Multi-Effect System
Section titled “Multi-Effect System”Effect Types Enumeration
Section titled “Effect Types Enumeration”Create enumeration for different trap effects:
- Health: Damage or healing effect
- Knockback: Physical displacement effect
- Jump Pad: Upward/directional launching
Effect Array System
Section titled “Effect Array System”Allow multiple simultaneous effects per trap:
// Multi-Effect Trap ImplementationOnTrapActivation(TriggeringActor) {ForEach(effect_type in Effects_Array) {switch(effect_type) {case Health:Interface_Health_Modify(TriggeringActor, Math_Operation, Health_Amount);break;case Knockback:CalculateKnockbackDirection(TriggeringActor);Interface_Knockback(TriggeringActor, Knockback_Location, Knockback_Power);break;case JumpPad:LaunchCharacterInDirection(TriggeringActor, Custom_Launch_Direction);break;}}}
Knockback Implementation
Section titled “Knockback Implementation”Knockback Interface Function
Section titled “Knockback Interface Function”Create master character interface for knockback effects:
Interface_Knockback Function
Section titled “Interface_Knockback Function”- Location Input: Vector position for knockback origin
- Power Input: Float value for knockback strength
- Implementation: Use Launch Character node with calculated direction
Knockback Calculation
Section titled “Knockback Calculation”// Knockback Direction CalculationInterface_Knockback(KnockbackLocation, Power) {character_location = GetActorLocation();look_at_rotation = FindLookAtRotation(KnockbackLocation, character_location);forward_vector = look_at_rotation.ForwardVector;launch_vector = forward_vector * Power;
LaunchCharacter(launch_vector, true, true); // Override X, Y, Z}
This system ensures characters are always knocked back from trap location regardless of approach angle.
Jump Pad System
Section titled “Jump Pad System”Custom Direction Control
Section titled “Custom Direction Control”Transform knockback system into directional jump pads:
Custom Launch Variables
Section titled “Custom Launch Variables”- Knockback_Custom Boolean: Enable custom direction mode
- Knockback_Custom_Location Vector: Specific launch direction
- Instance Editable: Allow per-trap customization
Jump Pad Implementation
Section titled “Jump Pad Implementation”// Jump Pad Custom Directionif (Knockback_Custom) {launch_direction = Knockback_Custom_Location;} else {launch_direction = CalculateKnockbackFromTrapLocation();}
LaunchCharacter(launch_direction, true, true);
Jump Pad Examples
Section titled “Jump Pad Examples”Different jump pad configurations:
Vertical Boost
Section titled “Vertical Boost”- Custom Direction: (X=0, Y=0, Z=1200)
- Use Case: Vertical platforming challenges
- Feel: Straight upward launch
Directional Launch
Section titled “Directional Launch”- Custom Direction: (X=0, Y=-3000, Z=800)
- Use Case: Traversal across gaps or level shortcuts
- Balance: Negative Y for forward movement, positive Z for arc
Trap Variations
Section titled “Trap Variations”Damage Traps
Section titled “Damage Traps”Configure traps for harm:
- Static Mesh: Spike trap, fire hazard, electrical danger
- Effects Array: Health effect only
- Damage Amount: 250 for significant but not instantly lethal
- Knockback Power: 800 for impact feedback
Pure Knockback Traps
Section titled “Pure Knockback Traps”Configure for displacement without damage:
- Effects Array: Knockback only
- Knockback Power: 1200-1500 for strong displacement
- Use Cases: Environmental hazards, puzzle elements
Combination Traps
Section titled “Combination Traps”Multi-effect environmental hazards:
- Effects Array: Health + Knockback
- Balanced Values: Lower damage with moderate knockback
- Strategic Placement: Create risk/reward positioning decisions
Level Integration
Section titled “Level Integration”Trap Placement Strategy
Section titled “Trap Placement Strategy”Position traps for maximum gameplay impact:
- Narrow Passages: Force careful navigation
- Combat Areas: Add environmental danger to fights
- Puzzle Integration: Use as puzzle elements or barriers
- Jump Pad Networks: Create traversal shortcuts and alternate routes
Visual Clarity
Section titled “Visual Clarity”Ensure traps are properly telegraphed:
- Appropriate Meshes: Spikes look dangerous, pads look helpful
- Material Choices: Bright colors for jump pads, dark/warning colors for damage
- Consistent Language: Similar trap types use similar visual themes
Child Blueprint Organization
Section titled “Child Blueprint Organization”Specialized Trap Types
Section titled “Specialized Trap Types”Create child blueprints for common configurations:
Spike Trap Child
Section titled “Spike Trap Child”- Default Mesh: Spike trap asset
- Default Effects: Health (damage) + Knockback
- Preset Values: Balanced damage and knockback
Jump Pad Child
Section titled “Jump Pad Child”- Default Mesh: Launch pad or magical circle
- Default Effects: Jump Pad with vertical boost
- Preset Direction: Pure upward launch
Knockback Mine Child
Section titled “Knockback Mine Child”- Default Mesh: Explosive or energy device
- Default Effects: Pure knockback, no damage
- High Power: Strong displacement for environmental puzzles
The trap and knockback system adds dynamic environmental interaction and creates opportunities for both hazards and traversal mechanics while maintaining flexible, reusable code architecture.