Pighaus Games Docs

These docs describe 1.3, which is in testing. The version on Fab is 1.1: read its docs.

Actors and volumes

Every actor Blendable places in a level, volumes included: what each does and its settings.

The actors you place in a level. Generated from Blendable 1.3.0 in Unreal Engine 5.8.1, so it lists exactly what that version has.

Blendable Point Of Interest#

A point of interest you can drag straight into a level. Which way it faces matters: offsets in Point Of Interest space turn with it.

SettingWhat it doesStarts at
Point Of InterestThe point of interest this actor places: its preset, what it looks at and when it acts.Blendable
Preview CameraShows where a placed shot puts the camera and what it will see, in the camera preview when the actor is selected. Dragging it edits Placement Offset on the point of interest preset, or on Fallback Settings without one, so every point of interest using that preset moves too. A shot that tracks the player turns to follow them, so point this where they'll be to check the framing; one that doesn't faces wherever its host faces. Dragging changes nothing in Influence mode, or in From Look At Target while the Look At Actor isn't loaded. Hidden in game.Blendable
SpriteSomething to click on in an empty level.Blendable
ArrowWhich way the point of interest faces. Offsets in Point Of Interest space turn with it.Blendable

Blendable Camera Preset Volume#

A box that changes the camera preset when the player walks into it. Drop it in, pick a preset, walk through.

SettingWhat it doesStarts at
ModeLatch changes the camera for good on entering. While Inside changes it only while the player is inside. Choices: Latch (permanent until another volume), While Inside (reverts on exit).Latch (permanent until another volume)
Preset On EnterThe personality to take on entering. With none set, entering does nothing.none
Preset On ExitOptional preset to switch to for good on leaving. Left empty, While Inside goes back to what was in force underneath and Latch stays as it is.none
Blend In TimeHow long the change takes on entering. Below zero uses each rig's own Default Blend Time. At least -1.0.75 s
Blend Out TimeHow long the change back takes on leaving. Below zero uses each rig's own Default Blend Time. At least -1.0.9 s
PriorityWhere While Inside regions overlap, the higher priority wins. Ties go to the one entered last.0
Player OnlyOnly react to pawns a player is controlling, so AI walking through is ignored.on
EnabledUntick to switch the trigger off. Leaving still works while it's off, so the camera can't get stuck.on
Box ExtentHalf the size of the trigger box along each axis, before the actor's scale.X 150, Y 150, Z 200
BoundsThe trigger shape. Drawn in the viewport so the region is visible while placing it.Blendable

Blendable Camera Trigger#

A camera preset change you trigger yourself: call Apply Camera Preset from any event (an overlap, a door, a scripted beat) and Release Camera Preset when it ends. To react to the player walking through, place a Blendable Camera Preset Volume instead.

SettingWhat it doesStarts at
ModeLatch changes the camera for good on entering. While Inside changes it only while the player is inside. Choices: Latch (permanent until another volume), While Inside (reverts on exit).Latch (permanent until another volume)
Preset On EnterThe personality to take on entering. With none set, entering does nothing.none
Preset On ExitOptional preset to switch to for good on leaving. Left empty, While Inside goes back to what was in force underneath and Latch stays as it is.none
Blend In TimeHow long the change takes on entering. Below zero uses each rig's own Default Blend Time. At least -1.0.75 s
Blend Out TimeHow long the change back takes on leaving. Below zero uses each rig's own Default Blend Time. At least -1.0.9 s
PriorityWhere While Inside regions overlap, the higher priority wins. Ties go to the one entered last.0
Player OnlyOnly react to pawns a player is controlling, so AI walking through is ignored.on
EnabledUntick to switch the trigger off. Leaving still works while it's off, so the camera can't get stuck.on
Box ExtentHalf the size of the trigger box along each axis, before the actor's scale.X 150, Y 300, Z 250
BoundsThe trigger shape. Drawn in the viewport so the region is visible while placing it.Blendable

Its Blueprint nodes are on Blueprint nodes.

Blendable Lock-On Volume#

A box in the level that changes how a lock-on is framed, while you're inside it or from then on. Set to Auto Lock While Inside, it also locks onto the nearest enemy as you walk in.

SettingWhat it doesStarts at
ModeWhether it frames your lock only while you're inside, changes it for good, or locks on for you as well. Choices: While Inside, Latch, Auto Lock While Inside.While Inside
Lock-On PresetHow a lock is framed in here. With none set, the volume only changes the values ticked under Override, and auto locks if set to.none
Override › Never Further ThanThe camera stays within this distance of you, cm, however far the shot would stand back. At least 10. Tick the box beside it to use it.unticked (400 cm once ticked)
Override › Come Round No More ThanHow far round from behind you the camera may come, degrees. From 0 to 180. Tick the box beside it to use it.unticked (45° once ticked)
Override › Yaw Between (deg)Keeps the shot's yaw between these, lowest then highest, measured the way the preset measures its limits. Tick the box beside it to use it.unticked (X -45, Y 45 once ticked)
Override › Line RuleWhich side of the line between you the camera keeps. Choices: Hold Its Side, Always The Open Side, Follow The Shoulder, Player Places The Target. Tick the box beside it to use it.unticked (Hold Its Side once ticked)
Override › Swap ShouldersWhether the camera may cross behind you to the other shoulder mid-lock. Tick the box beside it to use it.unticked (off once ticked)
Override › What The Stick DoesWhat the look stick does while locked. Choices: Nudge And Spring Back, Orbit Around The Pair, Fully Directed, Push To Switch Target, Steer And Keep It, Pull Away To Switch Target. Tick the box beside it to use it.unticked (Nudge And Spring Back once ticked)
Override › Frame The GroupWhether the shot frames the fight when more enemies are near, rather than the two of you. Tick the box beside it to use it.unticked (on once ticked)
Override › Hide MarkersHides lock-on markers, on any preset.off
PriorityWhich preset frames the lock when several want to: the highest priority wins, the most recent on a tie. Below zero uses the lock-on's Volume priority, 20 by default, which beats the Base Preset but loses to a target's own preset or a Blueprint node. At least -1.-1
Blend In TimeSeconds for a lock to cross over to this preset. Below zero uses the preset's own Blend Time. At least -1.-1 s
Blend Out TimeSeconds to cross back when you leave, While Inside. Below zero uses the Blend Time of whichever preset takes over. At least -1.-1 s
Player OnlyOnly reacts to pawns a player is controlling. Off, an AI character carrying its own lock-on is affected too.on
EnabledTurns the volume off without removing it. Off, walking in does nothing, but walking out still undoes what it started, so it's safe to switch off with the player inside.on
Box ExtentHow far the box reaches from its centre along each axis, before the actor's scale.X 150, Y 150, Z 200
BoundsThe region. Drawn in the viewport in the lock-on green, so it's visible while you place it.BlendableLockOn

Its Blueprint nodes are on Blueprint nodes.

Blendable Look At Actor#

Base for the demo look-at props. Adds a Travel Distance that keeps the prop exactly where you placed it unless you give it one.

SettingWhat it doesStarts at
Travel DistanceHow far the prop travels from where you placed it, in cm. 0 keeps it still, which suits most look-at targets.0 cm
Travel DirectionWhich way it travels, relative to the actor's facing. Only the direction counts, not the length.X 1, Y 0, Z 0

Its Blueprint nodes are on Blueprint nodes.

Blendable Shake Volume#

A box in the level that shakes the camera while you're inside it or as you cross in and out, or changes how the shakes already playing feel: some kinds stronger or weaker, the operator's wobble swapped. Every part has its own switch, and they all work together.

Shake Volume

SettingWhat it doesStarts at
ModeWhether the group scales and handheld swap last only while you're inside, or stay after you leave. Choices: While Inside, Latch.While Inside
Blend In TimeHow long the group scales and the handheld swap take to arrive as you walk in, in seconds.0.5 s
Blend Out TimeHow long they take to go back as you walk out, in seconds.0.75 s
Player OnlyOnly reacts to pawns a player is controlling, so AI walking through is ignored.on
EnabledTurns the volume off without removing it. Off, walking in does nothing, but walking out still undoes what it started, so it's safe to switch off with the player inside.on
Box ExtentHow far the box reaches from its centre along each axis, before the actor's scale.X 150, Y 150, Z 200
BoundsThe region. Drawn in the viewport in gold, so it's easy to see while you place it.Blendable

Shake Volume › Loop While Inside

SettingWhat it doesStarts at
Loop While InsidePlays a shake for as long as you're inside, strongest well inside and fading away towards the edges.off
ShakeThe shake that plays while you're inside. It keeps going until you leave, whatever the asset's own Plays says, and fades in and out over the asset's own times.none
IntensityHow strongly it plays once you're well inside. 1 is as authored.1
Edge FalloffHow far inside the box you have to be for full strength, in cm. It fades to nothing at the box's edges. 0 plays at full strength everywhere inside.100 cm
Fade At Top And BottomFades towards the top and bottom of the box as well as its sides. Turn it on for a box hung in the air, such as a lift shaft. Leave it off for a box resting on the floor: it measures from the middle of you, so there you're never far enough in from the bottom to feel the shake at full strength.off
Ignore ComfortPlays at full strength whatever the player's comfort settings say. Keep it for motion the scene can't do without: a long shake that ignores comfort can make motion-sensitive players unwell.off

Shake Volume › On Enter

SettingWhat it doesStarts at
On EnterPlays a shake once, sends a camera event, or both, as you walk in.off
ShakeThe shake played once as you walk in. Layers that follow an event's direction push the way you were going.none
ScaleHow strongly it plays. 1 is as authored.1
Camera EventA named camera event sent as you walk in, for shake layers and Event Shakes that listen for it. None sends nothing.none
Event StrengthHow strong the event says it is. Event Shakes and layers that follow an event's strength play that much of themselves.1
Ignore ComfortPlays the shake at full strength whatever the player's comfort settings say.off

Shake Volume › On Exit

SettingWhat it doesStarts at
On ExitPlays a shake once, sends a camera event, or both, as you walk out. A Latch volume plays it too.off
ShakeThe shake played once as you walk out. Layers that follow an event's direction push the way you were going.none
ScaleHow strongly it plays. 1 is as authored.1
Camera EventA named camera event sent as you walk out, for shake layers and Event Shakes that listen for it. None sends nothing.none
Event StrengthHow strong the event says it is. Event Shakes and layers that follow an event's strength play that much of themselves.1
Ignore ComfortPlays the shake at full strength whatever the player's comfort settings say.off

Shake Volume › Scale Groups Inside

SettingWhat it doesStarts at
Scale Groups InsideMakes some kinds of shake stronger or weaker while you're inside: quieter footsteps in a padded room, more rumble beside an engine.off
GroupsEach mixer group to change, and by how much. Where several volumes change one group, their scales multiply. A Latch volume's list replaces the one an earlier Latch left, and an empty one puts those groups back.empty

Each entry in Groups, one mixer group a Shake Volume makes stronger or weaker, and by how much.

Each entryWhat it doesStarts at
GroupThe mixer group: Handheld, Body, Posture, Rumble, Impacts, World, Cinematic, or one of your own.Handheld
ScaleHow strongly that group plays inside: 0 silences it, 1 leaves it as it is, 2 doubles it.0.5

Shake Volume › Swap The Handheld

SettingWhat it doesStarts at
Swap The HandheldChanges the camera operator's wobble while you're inside: steadier in a lift, rougher on a boat deck. It crosses over smoothly, and any layers the two share by name carry on.off
HandheldThe wobble to use instead of the Rig's, or the Blendable Shake's own. In a Latch volume, leaving it empty puts back the handheld an earlier Latch swapped in.none
PriorityWhere swaps overlap, from other volumes or from gameplay, the highest priority wins, the most recent on a tie.0

Its Blueprint nodes are on Blueprint nodes.

Blendable Tooltip#

A line of text in the world that appears when the player comes near, and can make the camera glance at it while it's showing.

Tooltip

SettingWhat it doesStarts at
MessageWhat it says. To change it during play, use Set Message so the label updates.empty
Text SizeHow tall the text is in the world, in cm. At least 1.26
Text ColourThe colour of the tooltip text.B 240, G 240, R 240, A 255
Face CameraKeeps the text turned to face the camera while it's showing.on
Scene Root---- Components ----.Blendable
TextThe text drawn in the world. Set the words with Message.Blendable
TriggerThe sphere that shows the tooltip as the player comes near. Its size follows Show Range.Blendable
Point Of InterestMakes the camera glance at the tooltip. Set it up here; it only switches on while the text is showing and Look At While Shown is ticked.Blendable

Tooltip › Showing

SettingWhat it doesStarts at
Show RangeHow close the player has to get for the text to appear. The Trigger sphere shows this range.450 cm
Fade TimeHow long the text takes to appear and disappear. It only fades with a translucent text material; with the default one it scales in and out instead.0.25 s
Player OnlyOnly a player-controlled pawn brings the tooltip up.on
Show OnceShow it once and leave it, rather than fading back out on the way past.off

Tooltip › Look At

SettingWhat it doesStarts at
Look At While ShownMakes the camera glance at the tooltip while the text is showing, easing in and out. Needs a look-at preset on the Point Of Interest component to do anything.off
Look At Blend TimeSeconds for the glance to ease in and out. Below zero uses the point of interest preset's own time. At least -1.0.6 s

Its Blueprint nodes are on Blueprint nodes.