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.
| Setting | What it does | Starts at |
|---|---|---|
| Point Of Interest | The point of interest this actor places: its preset, what it looks at and when it acts. | Blendable |
| Preview Camera | Shows 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 |
| Sprite | Something to click on in an empty level. | Blendable |
| Arrow | Which 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.
| Setting | What it does | Starts at |
|---|---|---|
| Mode | Latch 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 Enter | The personality to take on entering. With none set, entering does nothing. | none |
| Preset On Exit | Optional 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 Time | How long the change takes on entering. Below zero uses each rig's own Default Blend Time. At least -1. | 0.75 s |
| Blend Out Time | How long the change back takes on leaving. Below zero uses each rig's own Default Blend Time. At least -1. | 0.9 s |
| Priority | Where While Inside regions overlap, the higher priority wins. Ties go to the one entered last. | 0 |
| Player Only | Only react to pawns a player is controlling, so AI walking through is ignored. | on |
| Enabled | Untick to switch the trigger off. Leaving still works while it's off, so the camera can't get stuck. | on |
| Box Extent | Half the size of the trigger box along each axis, before the actor's scale. | X 150, Y 150, Z 200 |
| Bounds | The 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.
| Setting | What it does | Starts at |
|---|---|---|
| Mode | Latch 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 Enter | The personality to take on entering. With none set, entering does nothing. | none |
| Preset On Exit | Optional 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 Time | How long the change takes on entering. Below zero uses each rig's own Default Blend Time. At least -1. | 0.75 s |
| Blend Out Time | How long the change back takes on leaving. Below zero uses each rig's own Default Blend Time. At least -1. | 0.9 s |
| Priority | Where While Inside regions overlap, the higher priority wins. Ties go to the one entered last. | 0 |
| Player Only | Only react to pawns a player is controlling, so AI walking through is ignored. | on |
| Enabled | Untick to switch the trigger off. Leaving still works while it's off, so the camera can't get stuck. | on |
| Box Extent | Half the size of the trigger box along each axis, before the actor's scale. | X 150, Y 300, Z 250 |
| Bounds | The 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.
| Setting | What it does | Starts at |
|---|---|---|
| Mode | Whether 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 Preset | How 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 Than | The 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 Than | How 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 Rule | Which 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 Shoulders | Whether 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 Does | What 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 Group | Whether 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 Markers | Hides lock-on markers, on any preset. | off |
| Priority | Which 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 Time | Seconds 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 Time | Seconds 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 Only | Only reacts to pawns a player is controlling. Off, an AI character carrying its own lock-on is affected too. | on |
| Enabled | Turns 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 Extent | How far the box reaches from its centre along each axis, before the actor's scale. | X 150, Y 150, Z 200 |
| Bounds | The 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.
| Setting | What it does | Starts at |
|---|---|---|
| Travel Distance | How far the prop travels from where you placed it, in cm. 0 keeps it still, which suits most look-at targets. | 0 cm |
| Travel Direction | Which 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
| Setting | What it does | Starts at |
|---|---|---|
| Mode | Whether 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 Time | How long the group scales and the handheld swap take to arrive as you walk in, in seconds. | 0.5 s |
| Blend Out Time | How long they take to go back as you walk out, in seconds. | 0.75 s |
| Player Only | Only reacts to pawns a player is controlling, so AI walking through is ignored. | on |
| Enabled | Turns 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 Extent | How far the box reaches from its centre along each axis, before the actor's scale. | X 150, Y 150, Z 200 |
| Bounds | The region. Drawn in the viewport in gold, so it's easy to see while you place it. | Blendable |
Shake Volume › Loop While Inside
| Setting | What it does | Starts at |
|---|---|---|
| Loop While Inside | Plays a shake for as long as you're inside, strongest well inside and fading away towards the edges. | off |
| Shake | The 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 |
| Intensity | How strongly it plays once you're well inside. 1 is as authored. | 1 |
| Edge Falloff | How 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 Bottom | Fades 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 Comfort | Plays 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
| Setting | What it does | Starts at |
|---|---|---|
| On Enter | Plays a shake once, sends a camera event, or both, as you walk in. | off |
| Shake | The shake played once as you walk in. Layers that follow an event's direction push the way you were going. | none |
| Scale | How strongly it plays. 1 is as authored. | 1 |
| Camera Event | A named camera event sent as you walk in, for shake layers and Event Shakes that listen for it. None sends nothing. | none |
| Event Strength | How strong the event says it is. Event Shakes and layers that follow an event's strength play that much of themselves. | 1 |
| Ignore Comfort | Plays the shake at full strength whatever the player's comfort settings say. | off |
Shake Volume › On Exit
| Setting | What it does | Starts at |
|---|---|---|
| On Exit | Plays a shake once, sends a camera event, or both, as you walk out. A Latch volume plays it too. | off |
| Shake | The shake played once as you walk out. Layers that follow an event's direction push the way you were going. | none |
| Scale | How strongly it plays. 1 is as authored. | 1 |
| Camera Event | A named camera event sent as you walk out, for shake layers and Event Shakes that listen for it. None sends nothing. | none |
| Event Strength | How strong the event says it is. Event Shakes and layers that follow an event's strength play that much of themselves. | 1 |
| Ignore Comfort | Plays the shake at full strength whatever the player's comfort settings say. | off |
Shake Volume › Scale Groups Inside
| Setting | What it does | Starts at |
|---|---|---|
| Scale Groups Inside | Makes some kinds of shake stronger or weaker while you're inside: quieter footsteps in a padded room, more rumble beside an engine. | off |
| Groups | Each 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 entry | What it does | Starts at |
|---|---|---|
| Group | The mixer group: Handheld, Body, Posture, Rumble, Impacts, World, Cinematic, or one of your own. | Handheld |
| Scale | How strongly that group plays inside: 0 silences it, 1 leaves it as it is, 2 doubles it. | 0.5 |
Shake Volume › Swap The Handheld
| Setting | What it does | Starts at |
|---|---|---|
| Swap The Handheld | Changes 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 |
| Handheld | The 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 |
| Priority | Where 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
| Setting | What it does | Starts at |
|---|---|---|
| Message | What it says. To change it during play, use Set Message so the label updates. | empty |
| Text Size | How tall the text is in the world, in cm. At least 1. | 26 |
| Text Colour | The colour of the tooltip text. | B 240, G 240, R 240, A 255 |
| Face Camera | Keeps the text turned to face the camera while it's showing. | on |
| Scene Root | ---- Components ----. | Blendable |
| Text | The text drawn in the world. Set the words with Message. | Blendable |
| Trigger | The sphere that shows the tooltip as the player comes near. Its size follows Show Range. | Blendable |
| Point Of Interest | Makes 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
| Setting | What it does | Starts at |
|---|---|---|
| Show Range | How close the player has to get for the text to appear. The Trigger sphere shows this range. | 450 cm |
| Fade Time | How 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 Only | Only a player-controlled pawn brings the tooltip up. | on |
| Show Once | Show it once and leave it, rather than fading back out on the way past. | off |
Tooltip › Look At
| Setting | What it does | Starts at |
|---|---|---|
| Look At While Shown | Makes 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 Time | Seconds 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.