By Estevan Lopez
A Player Bounds System for Unreal Engine
When you open your game editor, it can feel overwhelming. A blank level represents near-infinite possibilities. In an era of massive open-world games, the pressure to build something equally expansive can creep in quickly.
But here’s the truth:
Every great game is built with constraints. Even large-scale AAA titles rely on invisible boundaries and controlled spaces to guide gameplay, protect performance, and define rules.
That’s where intentional design begins.
The Player Bounds system is a lightweight, dynamic volume actor designed to constrain only the player character. Not every actor in the scene.
Instead of using traditional blocking volumes that affect everything, this system:
Restricts player movement within a defined area
Allows other actors to pass freely
Can be resized dynamically
Can be toggled or moved during gameplay
Helps maintain performance by reducing unnecessary collision checks
It’s simple to use, flexible to customize, and designed for developers who want clean control over their play space.
Imagine building an infinite runner where the player must stay within a specific horizontal boundary. Traditional blocking volumes would affect every actor in the scene.
With Player Bounds:
Drag the Blueprint into your level.
Adjust the extents.
Run the game.
That’s it.
The player remains within the play space, while obstacles, enemies, and effects behave normally.
No extra logic required.
Now imagine launching hundreds of meteors at the player.
You're looking for chaos!
You want speed!
Still want to maintain control!
By resizing the Player Bounds volume to define your combat area, you ensure the player stays within the intended gameplay zone. Projectiles and enemies can move freely across the boundary without interference.
Consequences for crossing the boundary?
That’s up to you.
This template intentionally leaves gameplay logic flexible — so you can implement health drain, teleportation, damage, or visual feedback as needed.
The system enforces limits.
You define the rules!
Popular battle royale games rely on shrinking boundaries to define match pacing. The Player Bounds system allows you to emulate this functionality.
Toggle boundary enforcement from the Player Blueprint
Resize the bounds during runtime
Trigger messages when the player breaches the limit
Enable visual materials or wall indicators
By default, the template includes debug messaging when the player exits the boundary. What happens next is entirely up to your design.
That flexibility is intentional!
Player-only boundary volume Blueprint
Adjustable extents
Runtime resizing capability
Toggle control in Player Blueprint
Preconfigured boundary material setup
Example map implementations
Design your Game.
Define your play space.
Control your rules.
Then build within those limits!