Data Cap is my submission for the 2021 Epic MegaJam, a week-long game jam contest. Contestants were able to create whatever game they wanted, as long as it fit with the theme "Running Out of Space". The game puts players inside a server on the internet, which is gradually filling up with data. The player must solve puzzles and navigate the environment quickly before they are crushed by the incomming data blocks.
The game's puzzle mechanics consist of power source buildings, and powered items, which can be connected with wires. I decided to use Unreal's Blueprint system, instead of C++, because I think it's great at quick iterations and getting something working fast. I created a generic parent "Powered Item" blueprint, along with child blueprints with specific behavior when powered, such as a door that would open or a platform that would move between points. This allowed for the creation of new powered items pretty quickly.
This is the base Blueprint used for all powered items in the game. It manages checking for power changes, whether the current power need is met, state changes, and lighting (different colors when on/off). For child Blueprint-specific behavior, powered/unpowered Tick events are called based on the powered state.