This was my first time using Niagara effects in Unreal Engine. I had the Fire Sub UV in Unreal Blueprints and added a gradient to make the fire more realistic.
For this session in Unreal Engine, we were taught the basic blueprint logic for a key and door system used for many puzzles. First make a door with a collision box and a text. The door will be tied to a Boolean where the door will be destroyed using a Destroy Actor if the key is collected when the player collides with the box collision of the door. For the door logic, a Custom Event called Open Door with a Door Open node attached. You then set a relative location with the correct return values, splitting the structure pin on the Get World Location node for the X Y and Z axis. Then add an On Component Begin node for the collision box. From the As BP Person Character, add the == symbol onto a Branch node that requires the key for the door to open.
For the key, the opening steps are the same, make a shape with a box collision, then make a Custom Event this time called Pickup Key, which is used to make the door open using a Destroy Actor node. After setting up the == Branch segment like with the door, make the key object Cast to First Person Character so that the player can pickup the key when colliding with the collision box.
This is the final layout in Unreal, both Blueprint Actors work as intended, the door being impassible until the player collides with the key and reattempts opening the door. This is useful for fetch quest style puzzles and trade sequences where the player needs to obtain an item and unlock a "door" which could be talking to an NPC. In most games, there are more complex layers where opening one "door" will reward you with another "key" that unlocks another "door".
Make a Blueprint Actor with a collision sphere and a static mesh with a cube shape.