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Modular Memory System

Transform your game's atmosphere with the Modular Memory System for Unreal Engine. This Blueprint-powered toolkit lets you create unsettling, dynamic object states that change when players look away.

Modular Memory System Documentation

Transform your game's atmosphere with the Modular Memory System for Unreal Engine. This Blueprint-powered toolkit lets you create unsettling, dynamic object states that change when players look away. Ideal for horror, psychological, and immersive games, it enables objects to vanish, move, or alter themselves—building tension through unreliable memory and perception mechanics.

Quick Start

  1. Import the System: Import the Modular Memory System into your Unreal Engine 5.6 or 5.7 project
  2. Add Component: Add BP_UnreliableMemory component to your Player Character
  3. Place Items: Drag and drop BP_UnreliableMemory_Item actors into your level
  4. Configure: Adjust public variables in the Details panel to customize behavior

Blueprint Systems

BP_UnreliableMemory

Component designed to be added to your Player Character to manage detection and triggering of unreliable memory events.

Purpose

This component performs line-of-sight checks and manages the player's "memory" of objects. It tells BP_UnreliableMemory_Item actors when they've been "forgotten" (e.g. player looks away) so they can change state.

Features

  • Line-of-sight detection system
  • Memory state management
  • Automatic communication with memory items
  • Player Character integration

Usage

  1. Open your Player Character blueprint
  2. Add the BP_UnreliableMemory component
  3. The component will automatically detect and manage all BP_UnreliableMemory_Item actors in the level
  4. Configure detection settings in the component's Details panel

Configurable Variables

  • Detection Range - Maximum distance for line-of-sight checks
  • Check Interval - How often to perform line-of-sight checks
  • Memory Duration - How long objects remain "remembered" after losing line of sight

BP_UnreliableMemory_Item

Actor class for objects that can change state when the player looks away.

Features

  • Automatic state changes when forgotten
  • Fully editable logic for custom behaviors
  • Public variables for easy configuration
  • Modular design for drop-in usage

Key Features

  • Public Variables: Exposed variables make it easy to customize the behavior of each item in-editor
  • Fully Editable Logic: Add, update, or remove states and actions directly within the Blueprint
  • Modular Design: Works as a drop-in component for existing levels or new projects

Configurable Variables

  • Trigger Conditions - When the object should change state
  • Disappearance Rules - How the object should behave when forgotten
  • Alternate States - What state the object should change to
  • Change Delay - Time delay before state change occurs

Usage

  1. Add to Level: Drag and drop BP_UnreliableMemory_Item into your level
  2. Configure: Adjust the public variables in the Details panel to set trigger conditions, disappearance rules, or alternate states
  3. Customize: Open the Blueprint to modify logic for more advanced or project-specific behaviors

State Change Options

  • Vanish: Object disappears when player looks away
  • Move: Object changes position when forgotten
  • Alter: Object changes appearance or properties
  • Custom: Implement your own state change logic

Integration

Adding to Player Character

  1. Open your Player Character blueprint
  2. In the Components panel, click "Add Component"
  3. Search for and add "BP_UnreliableMemory"
  4. The component will automatically start managing memory items

Adding & Updating Items

  1. Place BP_UnreliableMemory_Item actors in your level
  2. Configure each item's public variables
  3. Set trigger conditions and state change behaviors
  4. Test in-game to verify behavior

Customizing Behavior

  1. Open BP_UnreliableMemory_Item in the Blueprint editor
  2. Modify the state change logic
  3. Add custom events or actions
  4. Connect to other game systems as needed

Use Cases

Horror Games

  • Objects that disappear when the player looks away
  • Items that move to different locations
  • Environmental changes that create unease
  • Psychological horror mechanics

Psychological Games

  • Perception-based puzzles
  • Memory challenges
  • Reality-bending mechanics
  • Narrative-driven state changes

Immersive Experiences

  • Dynamic world states
  • Player-driven environmental changes
  • Atmospheric storytelling
  • Interactive narrative elements

Technical Details

UE Versions

  • Unreal Engine 5.6
  • Unreal Engine 5.7

Number of Blueprints

  • 2 Core Blueprints
    • BP_UnreliableMemory (Component)
    • BP_UnreliableMemory_Item (Actor)

Input

  • Keyboard and Mouse

FAQ

How does the line-of-sight detection work?

The BP_UnreliableMemory component performs regular line-of-sight checks between the player and memory items. When line of sight is broken, items are marked as "forgotten" and can change state.

Can I use multiple state changes on one object?

Yes! You can configure multiple state changes and chain them together. Open the Blueprint to customize the logic for complex behaviors.

Does this work with other systems?

Yes, the Modular Memory System is designed to work alongside other systems. You can connect state changes to other game mechanics, triggers, or events.

How do I customize the detection range?

Adjust the "Detection Range" variable in the BP_UnreliableMemory component's Details panel. This controls how far the system will check for line of sight.

Can objects change back to their original state?

Yes! You can configure objects to return to their original state when the player looks back, or implement custom logic for state restoration.


Support

  • Discord: Join our Discord server for community support
  • Documentation: This documentation is continuously updated
  • Video Tutorials: Coming soon