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Unreal engine 4 game tutorial
Unreal engine 4 game tutorial










If you press Play, the game will spawn a tunnel above and away from the player. This will add an instance of it to the level. Left-click and drag BP_TunnelSpawner into the Viewport. Afterwards, press the Delete key to remove it from the level. Do this by left-clicking on BP_Tunnel in the World Outliner. Click Compile and then go back to the main editor.įirst, delete BP_Tunnel from the level. Now, when the game starts, it will spawn a tunnel up and away from the player. On the SpawnTunnel node, set Spawn Location to (2000, 0, 500). Add a SpawnTunnel node and connect it to the Event BeginPlay node. Switch to the Event Graph and locate the Event BeginPlay node. Let’s test it out! Testing the Tunnel Spawner Now, whenever you call the SpawnTunnel function, it will spawn an instance of BP_Tunnel at the provided location. Afterwards, link the Spawn Actor From Class node to the Entry node like so: To set the spawn location, right-click the Spawn Transform pin and select Split Struct Pin. Click the drop-down located to the right of the Class pin and select BP_Tunnel. To spawn a tunnel, add a Spawn Actor From Class node. Rename the input parameter to SpawnLocation and change its type to Vector. Click the + sign next to the Inputs section. Select the Entry node and then go to the Details panel. Make sure you are in the graph for the SpawnTunnel function. Let’s go ahead and create an input parameter. They will also appear as output pins on the Entry node of the function. These will appear as input pins when you call the function. To pass a location to the function, the function needs an input parameter. The purpose of this function will be to spawn a tunnel at a provided location. Go to the My Blueprint panel and create a new function named SpawnTunnel. Since the game will be spawning tunnels constantly, it’s a good idea to create a spawning function. Name it BP_TunnelSpawner and then open it. Create a new Blueprint Class with Actor as the parent class. Go to the Content Browser and make sure you are in the Blueprints folder. Instead of placing tunnels manually, you can create a Blueprint that spawns tunnels automatically. If you press Play, you will move through the tunnel. Since Sweep is enabled, the player will stop moving forward if anything blocks itĬlick Compile and then go back to the main editor.The AddActorWorldOffset will use the result to move the player along the X-axis.Every frame, the game will multiply ForwardSpeed and Delta Seconds to get a frame rate independent result.Right-click the Delta Location pin and select Split Struct Pin. Make sure the Delta Location pin of the AddActorWorldOffset node has no connections. Luckily, you can split a Vector into three Float components. For this game, the forward movement should only be along the X-axis. However, this will put the Float value into the X, Y and Z components of the Vector. If you try to connect the Float result to the Delta Location input, Unreal will automatically convert it to a Vector. Set Sweep to true by left-clicking its checkbox. To move the player, create an AddActorWorldOffset node. Next, you will use this result to move the player along a single axis. We cover it in the Frame Rate Independence section. Note: If you aren’t familiar with frame rate independence, please read our Blueprints tutorial.












Unreal engine 4 game tutorial