π The Deeps
The REAL UEFN island for the-deeps needs: TERRAIN/WORLD β underwater seafloor terrain with a custom-landscape water body (see create-a-body-of-water doc), the marble Athenaeum exterior, and the inner library wing built on a separate World Partition DATA LAYER (runtime-activated);
What you'll be able to do
- Athenaeum Depths (feat. the Sunken Dive Round)
Lessons
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1
Read the Ancient Texts: Verse Naming Conventions
Student can read and write professional Verse identifiers (PascalCase types, snake_case classes, descriptive names) so the deep-zone codebases stay legible.
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2
Relic Ledger: Dynamic Arrays (Add/Remove)
Student can grow, shrink and rebuild Verse arrays immutably (array + element, RemoveElement, Slice) to track a changing set of relics.
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3
Listen to the Deep: Events Over Polling
Student can replace loop+Sleep polling with Subscribe/Await reactive patterns and explain why event-driven code scales.
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4
Pressure Plates of the Athenaeum: trigger_device Deep Dive
Student can wire trigger_device TriggeredEvent from Verse with agent payloads, enable/disable at runtime, and chain triggers into sequences.
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5
Lost at Sea: detect_player_leave Lifecycle Cleanup
Student can subscribe to the player-removed lifecycle event and safely clean per-player map/array state mid-round.
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6
Divers vs Wardens: team_settings_and_inventory_device
Student can configure per-team loadouts, spawn rules and inventory grants from Verse for a 2-team asymmetric mode.
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7
Through the Diver's Mask: First-Person Camera
Student can push/pop the first-person gameplay camera per-agent from Verse (AddTo/RemoveFrom) to switch view on dive enter/exit.
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8
PROJECT: Sunken Dive Round (integrated mode)
Student assembles trigger plates + team loadouts + first-person cam + relic arrays + leave-cleanup + an air-supply race timeout into one playable dive-round mode.
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9
Anatomy of the Deep: Entities & Components Mastery
Student can create entities, attach/get components failably, and reason about the simulation entity tree beyond the intro level.
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10
Forge a Custom Component: relic_component
Student can author a custom Verse component (fields, OnBegin/OnSimulate, per-entity data) and add it to entities at edit- and run-time.
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11
Currents and Coordinates: Hierarchy & Transforms
Student can parent/unparent entities and manipulate local vs global transforms (translate/rotate/scale) through the hierarchy.
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12
The Swimming Relic: Animate-to-Targets Component
Student can build a reusable component that eases an entity through keyframed target transforms over time (the scene-graph animation pattern above MoveTo/prop_mover).
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13
Blueprint of the Vault: Build a Relic PREFAB
Student can package mesh + components + child entities into a reusable prefab, spawn instances at runtime, and version it for import by other islands/zones.
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14
UMG Widgets with Verse Custom Data Fields
Student can build a UMG widget blueprint with custom data fields and drive them live from Verse (data binding), the newest UI workflow.
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15
Dress the Deep: Custom Asset Components (Mesh, VFX, SFX)
Student can attach and drive mesh_component, particle/VFX and sound components from Verse so an entity looks, glows and sounds alive.
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16
Skeletal Mesh Components & Animation Playback
Student can add a skeletal mesh component to a scene-graph entity and play/blend skeletal animations from Verse β the step between ease/prop animation and control rig.
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17
Lights of the Athenaeum: Cinematic Sequencer
Student can author a Level Sequence in Sequencer (camera cuts, prop tracks) and play/stop/scrub it per-player from Verse via cinematic_sequence_device.
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18
The Hidden Wing: Data Layers Reveal
Student can organize content into World Partition data layers and activate/deactivate them at runtime (via sequencer/device) to reveal the inner Athenaeum.
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19
Warden of the Depths: Advanced NPC Behavior
Student can author a custom npc_behavior Verse class with a patrol/chase/return state machine, spawn it via npc_spawner_device, and react to perception.
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20
Puppet the Kraken: Animation up to CONTROL RIG
Student can rig a skeletal mesh with Control Rig, keyframe rig controls in Sequencer, and trigger the rig-driven animation in-game β the summit of the island's animation arc.
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21
CAPSTONE: Athenaeum Depths
Student ships the full two-phase minigame: the device-driven Sunken Dive Round fused with the scene-graph relic economy, sequencer/data-layer reveal, control-rig kraken and persistent progress.