General Draven’s Helicopter
Helicopter Boss Encounter
Engine: Unreal Engine 5 | Tools: Blueprint, Sequencer
Full Fight
Helicopter Damage Thresholds and Emitters
Boss has 450 HP; bullets deal 10 damage per shot
At 300 HP, fire starts on the tail rotor
At 150 HP, fire spawns on the left engine
At 0 HP, fire spawns on the cockpit and the boss is destroyed
No health bar — damage is conveyed through escalating visual effects
Fires accumulate, increasing intensity and signaling fight progression
Designed to immerse players and communicate boss state without UI clutter
Primary Attack: Drops bombs around the arena at intervals
Bomb Manager: Spawns BP_Explosive in a random valid radius
BP_Explosive handles damage logic (sphere trace on detonation)
BP_Explosive also spawns BP_Bomb, which handles all visual cues
BP_Bomb:
Lerps color from orange to red as detonation nears
Emits grenade smoke VFX to signal incoming blast
Attack communicates danger with timing, color, and VFX — no HUD required
Designed to allow players to read and react without guesswork or health bars
Checkpoint System
Checkpoint System implemented via Save Game Manager
Player respawns at last checkpoint after death — no full-level restarts
Character Transform is saved when checkpoint is activated
Checkpoints are updated each time a new one is walked through
Pre-boss checkpoint is placed just before the elevator to minimize backtracking
Ensures the player reattempts the boss fight quickly, maintaining pacing and engagement
Helicopter Bomb Attack