
Opis
A game-ready electronic cash register for shops, diners, gas stations and simulation games, branded TALLY (our own name). The black housing carries an operator display in its sloping face, a customer display on a swivel post, a thermal printer under a hinged lid with the receipt rising from its slot, a mode lock and a steel drawer with four note clips and five coin cups. The till ships empty: what goes in it is your game's.
It works as a shop register works. Amounts are keyed in cents (1 9 9 is 1.99); 20 departments (1 to 10 taxed), 16 preset items (PLU), X/TIME for quantities, %- and coupon, VOID, refund, TAX SHIFT, SUBTOTAL, cash, check and charge tenders with change and split tenders, no sale, received on account and paid out, receipt feed and clerk number, and a mode key through OFF, REG, X, Z and PGM with X and Z reports. The displays show the real amounts and the receipt prints the store's name and address, the date and time, every item, tax, total, tender and change in 32 columns, scrolling as it grows and tearing off when clicked.
In Unreal Engine (5.5, 5.6, 5.7 and 5.8): BP_CashRegister is the whole register, content only with no plugins or C++. Each placed register has its own store name, address, tax rate, preset items, starting mode and clerk in the Details panel, and prints the clock's date and time unless you set a fixed one. A game uses it through one interface call (Interact with the bone the player clicked) or functions such as PressKeyCode, OpenDrawer, CloseDrawer, SetMode and Tear, and hears it through ten event dispatchers: OnKeyPressed, OnDisplayChanged, OnSaleStarted, OnItemAdded, OnLinePrinted, OnSaleCompleted, OnDrawerOpened, OnDrawerClosed, OnReceiptTorn (with the receipt's text) and OnModeChanged. Three maps: a top-down cashier game built only on those events (customers order, you ring them up, take their cash, close the drawer and hand over the receipt, and the game scores you), a first-person walk-up showcase where every part can be clicked, and an overview of all 68 animation clips. Full instructions: exarostudio.com/docs/cash-register.
One skeletal mesh of 5,626 triangles on 59 bones with one 2048 texture set, designed collision on every key and moving part (380 boxes) so a trace finds the part, and 68 clips: every key's press, the drawer opening and closing, the note clips, the printer lid, the display swivel, the mode key, the receipt feeding and tearing, and a whole sale rung up. The download holds FBX (skeletal mesh plus one FBX per clip), a GLB with every clip embedded, and the Unreal projects for each engine version. Unbranded.
You get:
• One skeletal mesh, rigged on 59 bones: 5,626 triangles, 2,989 vertices, real-world scale (41 x 44.2 x 30.6 cm)
• 68 animations, in place (listed below)
• Unreal Engine 5.5, 5.6, 5.7, 5.8 project: SK_CashRegister; 68 animation sequences (AS_); Blueprint BP_CashRegister, BP_ShowroomGameMode, BP_ShowroomPawn, BP_CashierController, BP_CashierGameMode with events OnKeyPressed, OnDisplayChanged, OnSaleStarted, OnItemAdded, OnLinePrinted, OnSaleCompleted, OnDrawerOpened, OnDrawerClosed, OnReceiptTorn, OnModeChanged; physics asset PHYS_CashRegister; 4 materials and 8 material instances; 5 textures (2048 x 2048); overview map L_CashRegister_Overview, L_CashRegister_Showcase, L_CashRegister_TopDown showing every asset
• FBX: the mesh plus one FBX per animation, with 5 baked PBR textures (2048 x 2048)
• GLB (glTF 2.0) with every animation embedded and its textures packed
Animations:
• DrawerOpen: The cash drawer springs out (OnDrawerOpened) (0.5 s)
• DrawerClose: The drawer is pushed shut, any lifted note clip dropping first (OnDrawerClosed) (0.6 s)
• KeyPress: A key goes down and comes back up; every key has its own Press clip (0.3 s)
• RingSale: A whole sale rung up: keys, the receipt feeding out and the drawer opening (5.5 s)
• PrintReceipt: The receipt feeds out of the printer as lines print (1.6 s)
• TearReceipt: The receipt is torn off and drops back (OnReceiptTorn) (0.1 s)
• LidOpen: The printer lid lifts over the paper roll (0.8 s)
• LidClose: The printer lid closes (0.5 s)
• DisplayTurn: The customer display swings round on its post (1.2 s)
• DisplayReturn: The customer display swings back (1.2 s)
• ModeKeyTurn: The mode key turns to REG and on through X and Z (OnModeChanged) (2.0 s)
• NoteClipsOpen: The four note clips lift off their bins (0.4 s)
• NoteClipsClose: The note clips drop back onto the bins (0.3 s)
• PressRcptFeed (0.2 s)
• PressClerk (0.2 s)
• PressRefund (0.2 s)
• PressVoid (0.2 s)
• PressDiscount (0.2 s)
• PressMinus (0.2 s)
• PressReceived (0.2 s)
• PressPaidOut (0.2 s)
• PressNoSale (0.2 s)
• PressPlu (0.2 s)
• PressDept1 (0.2 s)
• PressDept2 (0.2 s)
• PressDept3 (0.2 s)
• PressDept4 (0.2 s)
• PressDept5 (0.2 s)
• PressDept6 (0.2 s)
• PressDept7 (0.2 s)
• PressDept8 (0.2 s)
• PressDept9 (0.2 s)
• PressDept10 (0.2 s)
• PressDept11 (0.2 s)
• PressDept12 (0.2 s)
• PressDept13 (0.2 s)
• PressDept14 (0.2 s)
• PressDept15 (0.2 s)
• PressDept16 (0.2 s)
• PressDept17 (0.2 s)
• PressDept18 (0.2 s)
• PressDept19 (0.2 s)
• PressDept20 (0.2 s)
• PressClear (0.2 s)
• PressTimes (0.2 s)
• PressTaxShift (0.2 s)
• Press7 (0.2 s)
• Press8 (0.2 s)
• Press9 (0.2 s)
• Press4 (0.2 s)
• Press5 (0.2 s)
• Press6 (0.2 s)
• Press1 (0.2 s)
• Press2 (0.2 s)
• Press3 (0.2 s)
• Press0 (0.2 s)
• Press00 (0.2 s)
• PressDot (0.2 s)
• PressCheck (0.2 s)
• PressCharge (0.2 s)
• PressSubtotal (0.2 s)
• PressCash (0.2 s)
• NoteClip1 (0.2 s)
• NoteClip2 (0.2 s)
• NoteClip3 (0.2 s)
• NoteClip4 (0.2 s)
• ModePositions (4.0 s)
• ReceiptFeed (1.0 s)
Technical Information (Unreal Engine):
Number of Unique Meshes: 1 (SK_CashRegister)
Vertex Count: 2,989
Collision: Yes, custom: physics asset PHYS_CashRegister
LODs: No
Number of LODs: 1 (LOD0 only)
Rigged: Yes (own skeleton SKEL_CashRegister, 59 bones)
Rigged to Epic or MetaHumans Skeleton: No
If rigged to the Epic or MetaHumans skeleton, IK bones are included: No
Number of Characters: 0
Vertex Counts of Characters: 0
Animated: Yes
Number of Animations: 68
Animation Types (Root Motion/In-place): In-place
Number of Materials: 4
Number of Material Instances: 8
Number of Textures: 5
Texture Resolutions: 2048 x 2048
Supported Development Platforms: Windows: Yes, Mac: No (not tested; content only, no code)
Documentation Link: NO (documented in the overview map and in the Blueprint's Event Graph comments)
Important/Additional Notes: Content only: no plugins, no C++, no dependencies.
Made with Exaro Studio's AI-assisted procedural pipeline: an AI agent wrote the build plan that our own tools turned into geometry, UVs and materials in Blender. No generative image or 3D model output was used.












