The Scent Framework in Unreal Engine 5.8
A reusable framework is intended to make scent sources, range, intensity and changes over time authorable directly inside Unreal Engine.

Why build a dedicated framework?
For smell to become a core mechanic, CHUKO needs more than a collection of individual effects. Scent information must be created, changed, combined and queried by gameplay in a reliable way. This is the purpose of a reusable Scent Framework for Unreal Engine 5.8.
The framework is in development. The goal is a toolkit that allows scent sources and scent areas to be placed directly inside a scene. Designers should be able to work with it without programming every situation from scratch.
The fundamental building blocks
A scent source needs its own identity. Range, intensity and time also matter. A fresh trail may be clearly perceptible before gradually changing. Wind, a closed door or another scent source may affect how readable it is.
The first development phase focuses on four building blocks:
- scent sources and trigger areas as elements of an Unreal scene
- configurable scent identity, intensity, range and duration
- a designer-friendly Blueprint workflow built on a C++ foundation
- visual feedback that keeps the mechanic playable without additional hardware
These points describe the development direction. They do not mean that every feature is already fully implemented or balanced.