Technical Documentation: Dual-Church Temporal Confrontation Sequence
1. Scene Assets & Camera Planning
Wasteland Church (0-4s)
Material Setup:
Base Color: #8B7355 (Mud), Roughness 0.85
Dynamic Bloodstains: Vertex Shader Displacement (Y-axis +0.1m/s), Mask-Controlled Visibility
Camera Movement:
Initial Focal Length: 28mm → Push to 50mm (4s, Ease-In-Out Curve)
White Church (5-9s)
Character Models:
Young Mary:
Face: 4K Scanned Material (HumanSkin Subsurface Profile)
Headpiece: Static Mesh (Simplified Collision)
Future Mary:
Skirt: Cloth Simulation (Chaos, Wind Intensity 0.3)
Blood Trails: Decal Actor (Opacity 0→1, 2s Gradient)
2. Animation Logic & Event Binding
3. Audio System Configuration
Ambience:
Wasteland Wind: Amb_Wind_Desert (Low-Pass Cutoff 800Hz)
Church Reverb: Send to Reverb_Church (Decay Time 3.2s)
Dialogue Sync:
// Blueprint Logic
Event OnTimelineUpdate:
if (TimelinePosition >= 7.0s)
AudioComponent.Play(Event=VO_FutureMary);
LipSyncComp.StartMontage(Montage_FutureMary);
4. Optimization Log
Clipping Fix: Young Mary’s Earring Collision Radius 5cm→3cm
Performance: Blood Material MID Runtime Generation (VRAM -12%)
Camera Artifact: Dynamic Blur (Intensity 0.5) for Door Intersection Masking