rdBeacons is a set of Blueprints that handle your proximity and layout based work. There is a selection of different types of proximity detection, from simple “Sphere of Influence” and “Infinite Influence” to Line, Box and Spline based influence and beacon to beacon mixing.
A “Mix” value is calculated every time the player is moved (or a beacon) – each beacon in your scene can have up to 8 unique values in what is called a “PointData Set” and when that beacon is in the influence range, those values are mixed into the main Mix value depending on the distance from the beacon. (That distance is a user definable curve to allow for any type of “approach”).
Some of the things you can control with these “mixed” values:
- Time of Day
- Sun Brightness
- Amount of fog
- Amount of cloud
- Sound/Music intensity
- Sound/Music reverberation and ambient settings
Along with proximity value mixing, rdBeacons gives you the ability to quickly and easily add events for entering and exiting beacon areas (any amount and any distance), from simple once only events to events that trigger either every frame or whenever your player moves. You can have these events as UE Events but the way rdBeacons is written allows you to easily derive the events in simple blueprints that execute straight from the beacon event in the quickest and easiest ways.
All beacons are controlled by a base beacon (hidden when playing). Their events and mix values are all accessable from this base, along with tools to check all the beacons are working correctly and display stats about the beacons and any drop-ins.
The Status and statistics are displayed in the editor (hidden when running) on screens on the base beacon and on each beacon – this helps to quickly and easily keep an eye on how your scene is developing. When there are errors, the base displays a red siren, a flashing red keyboard and the beacon/s with errors show a pulsing red energy beam.
Each beacon in your scene can store different values and behaviors for each “mission”. These can easily be loaded by calling the “LoadMission” node from the Base Beacon (or from the Details Panel in edit mode) – it handles all beacons. The settings are stored in a Map – if there are no stored settings for a mission, it is left as it is. Mission data can be shared between missions by specifying more than one mission name in the Maps Key value, separated by commas.
A system called “DropIns” is also included. There are a number of components included which extend the functionality of the beacons – this means there’s only a beacon or pair of beacons stored in your scene rather than a collection of beacons, splines, blueprints etc – all duplicating transform and other data. It also makes editing them and changing the location much quicker and easier.
The included DropIns are “Scatter”, “Walls”, “Laser Barriers”, “Dispersed meshes”, and “High Voltage”.
The DropIns use Instanced Static Meshes wherever possible (DropIns added to Spline Beacons use Spline Meshes) for the fastest render times and most memory efficiency.
Using combinations of the above you are able to create virtually any type of proximity and/or runtime dynamic mesh creation systems you will need for your games/projects.
There are also many different types of beacons pre-built and included for you to just drag into your scenes. These include:
- Proximity Switches
- Proximity Detonators
- Information Kiosks with custom text
- “Oracle” with custom text lists and images
- Brick Walls tool
- Electric Fences tool
- Electric Cables tool
- Laser Barrier tool
- Tree Line tool
- Stone Edging tool
- Coin Pickup
- Health Regeneration actor
- Oxygen Replenish actor