Converting Clock Assets into Interactive Blueprints
To create the floating clock effect, I first replaced the original clock static mesh instances in the scene with my custom floating object Blueprint. Instead of using individual static meshes, I used a Blueprint actor that already contained the floating animation logic.
After placing the Blueprint into the scene, I assigned the clock mesh to the Static Mesh component inside the Blueprint. This allowed the clock to keep its original appearance while gaining the interactive floating behaviour.
I then added Actor Tags to the Blueprint instances so they could be identified and controlled by the Trigger Box system. When the player enters the trigger area, all clock Blueprints with the same tag receive the StartFloating event and begin to move. When the player leaves the area, the StopFloating event is triggered, causing the clocks to return to their original positions.
This workflow made it possible to reuse the same Blueprint logic across multiple clock objects without having to build separate animations for each one.


Create sequence
To create the cinematic presentation of the project, I first created a Level Sequence in Unreal Engine and added a Cine Camera Actor to the scene. I then positioned the camera and used keyframes to animate its movement through the environment. By adjusting the camera’s location and rotation over time, I was able to guide the viewer through each room and highlight the interactive elements of the project. This process helped create a more immersive and controlled visual experience.
