We created a spook sequencer for some of the events and thought might be useful for some. It has a trigger area that the player can walk in and it fires off some common events such as shutting a door, knocking something over, making a sound or spawn some particles somewhere. By introducing delays, we piggyback some events.
Here is how tit looks like in action. The player steps in, The razorblade particles are spawned in the room with a 3 sec kill delay. The door is also set to slam shut in 2 seconds and a commentary by the player character is triggered right then.
In this instance, this specific door is the door that will do something when the player triggers the event. We can slam it shut or open it. The door is slightly ajar at 50 degrees. When we fire off the slam shut event, it calls the “slam shut” function in the door class. The razorblade particle system is set to die off at 3 seconds and is dissolved as the player enters the room. This Blueprint will surely expand as our needs grow but so far we have used it in 3 scripted events and works pretty good.