A small but ambitious piece of dust named Zhora should become as big as possible.

A real-time absorption mechanic queries collided actors. On overlap with a Dust subclass, the system increments the character's Scale 3D by a factor of 1.2× through a Timeline component for smooth visual interpolation.

Custom handling of the Character Movement Component. Entering a Cobweb volume dynamically halves Max Walk Speed. On the Fly platform, an optimised looping Timer by Event tracks player presence — staying on the moving platform's collision box for over five seconds triggers a sequential scale-reduction event.


Props like the Ruler and Dresser act as programmatic launchpads. On collision validation, the player calls Launch Character with an overridden Jump Z Velocity multiplied by 3× or 4×, bypassing standard gravity scales. The Pot uses an InterpTo-driven moving platform as a physics lift.


To handle failure states — like falling into Clean Zones — I built a transform-caching system. Every successful absorption stores the actor's World Transform into a LastValidCheckpoint variable. Falling resets the character by calling Set Actor Transform to teleport the player back instantly.
