Table of Contents

Overview

Any object that can hold, use, or expend energy is referred to as an Energy Object. Energy Objects do a variety of different things depending on whether or not they are receiving or expending energy. Below is a description of the following triggers that can cause the object to do something.

Name Description
While Charging While the object is receiving energy from a source
When Fully Charged When the object hits max level
While Draining While the object is being drained of its energy
When Depleted When the object reaches 0% energy
While Overcharging — Enemies Only Some objects can be overcharged. This trigger fires when the object surpasses 100% charge.
When Overcharged — Enemies Only Some objects can be overcharged. This trigger fires when the object reaches it’s overcharge percent (usually 150%)
While Charged Some objects have a while charged event. This is a repeated event that fires on a timer, only while the actor has energy.
While Using Some objects have the ability to passively consume or generate energy. This triggers each time energy is consumed or generated.

Energy Component

Interacting with an energy actor is handled through the BPC_Energy component. This is a component attached to all actors, and possesses several editable details that are exposed for level designers to tweak on a by instance basis. Below are those details:


Supplies

These details control the size of the object’s energy tank. Despite being an array, all actors should only have one supply.

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Variable Details:

Name: The name of the supply. This should remain BaseSupply.

Current Energy: How much energy should the actor start with.

Max Energy: The max amount of energy the supply can hold.

Can Overcharge: Whether or not the object can accept an additional amount of energy beyond it’s supply. This is used for enemies only and should remain false for all other reasons.

Player Interactable: Can the player directly interact with this object through the use of abilities or energy blasting.


Use / Generate Energy

Some energy actors have custom events that will allow them to generate or consume energy. These variables affect the amount and rate of that function.

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Variable Details:

Use Energy Per Tick: How much energy is consumed or generated.

Energy Use Rate: How often a usage tick is fired.

Energy Use Type: Consume, Generate, or None.

NOTE: Not all energy actors have a special function that fires when they use energy, but all actors still have the capacity to consume or generate energy. This feature can be used to create timed events or energy actors that replenish themselves.


While Charged

IF an actor has an event that fires while it has energy, this controls the rate of that event. If they have no such event, this will do nothing.

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Fore under the hood information regarding the energy component, visit The Energy System

Energy Actor Design Language

Energy Object Details

Below is a list of all energy objects and their states. All objects that contain an energy component are referred to as energy actors, but there are subcategories that they may also fall within.

Actor Table

Suppliers

Suppliers are actors that exist solely to transfer energy. These are useful tools to setup puzzles, create keys and locks, or restore the player’s energy.


Batteries

Batteries don’t have any energy events. They simply exist to resupply the player’s battery tank.

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Connected Batteries

Connected batteries provide energy to actors that they are connected to through a wire. This is a one-way true transfer, meaning the connected battery will drain itself and charge all of its dependents. However, when the connected battery is drained, it will not drain its dependents.

Below are the editable details:

Dependent Actors: The actors that the battery will charge.

Transfer Speed: The amount of energy to transfer per While Charged Tick. The battery will then drain itself by an amount equal to Transfer Speed / # of Dependents

Use X Wire: Activates the respective wire spline.

Freeze Dependents: Forces all dependents to be non interactable by the player.

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Trigger Event
While Charged Transfers energy to all of it’s dependents.