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

  1. At 300 HP, fire starts on the tail rotor

  2. At 150 HP, fire spawns on the left engine

  3. At 0 HP, fire spawns on the cockpit and the boss is destroyed

  4. No health bar — damage is conveyed through escalating visual effects

  5. Fires accumulate, increasing intensity and signaling fight progression

  6. Designed to immerse players and communicate boss state without UI clutter

Primary Attack: Drops bombs around the arena at intervals

  1. Bomb Manager: Spawns BP_Explosive in a random valid radius

  2. BP_Explosive handles damage logic (sphere trace on detonation)

  3. BP_Explosive also spawns BP_Bomb, which handles all visual cues

  4. BP_Bomb:

    • Lerps color from orange to red as detonation nears

    • Emits grenade smoke VFX to signal incoming blast

  5. Attack communicates danger with timing, color, and VFX — no HUD required

  6. Designed to allow players to read and react without guesswork or health bars

Checkpoint System

Checkpoint System implemented via Save Game Manager

  1. Player respawns at last checkpoint after death — no full-level restarts

  2. Character Transform is saved when checkpoint is activated

  3. Checkpoints are updated each time a new one is walked through

  4. Pre-boss checkpoint is placed just before the elevator to minimize backtracking

  5. Ensures the player reattempts the boss fight quickly, maintaining pacing and engagement

Helicopter Bomb Attack