Unreal Game Engine – Blueprints – Set World Location

Unreal Game Engine – Blueprints – Set World Location

1. LEFT COLUMN> Content Browser> RMB over a Mesh (example Floor_400x400)> Create Blueprint Using…> select your ‘Blueprints’ folder> give it the name (example Floor_400x400_Blueprint)

2. Blueprint window> TOP RIGHT> Components> WHELL MOUSE BUTTON to zoom in/out

3. Blueprint window> TOP RIGHT> Graph> you can see component on the RIGHT COLUMN: – StaticMesh1

4. Event Graph> RIGHT COLUMN> DRAG AND DROP StaticMesh1 over an empty area> Get (to add StaticMesh1 block)

5. Event Graph> DRAG from StaticMesh1 to an empty area> Set Wold Location (to add Set World Location block)

6. Event Graph> RMB over an Empty Area> Event Begin Play (to add Event Begin Play block)

7. Event Graph> Create other connections as in the image below

8. Unreal Editor> Content Browser> Blueprint folder> ‘Floor_400x400_Blueprint’ DRAG AND DROP into scene

9. Play

unreal-blueprints-worldposition-mesh

For italian people: come funziona?

1. All’inizio del gioco (Event Begin Play block) —> viene settata la posizione assoluta (Set World Location) —> per Static Mesh 1

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Unreal Game Engine – Blueprints – Mesh Rotator

Unreal Game Engine – Blueprints – Mesh Rotator

1. LEFT COLUMN> Content Browser> RMB over a Mesh (example Floor_400x400)> Create Blueprint Using…> select your ‘Blueprints’ folder> give it the name (example Floor_400x400_Blueprint)

2. Blueprint window> TOP RIGHT> Components> WHELL MOUSE BUTTON to zoom in/out

3. Blueprint window> TOP RIGHT> Graph> you can see component on the RIGHT COLUMN: – StaticMesh1

4. Blueprint window> TOP RIGHT> Graph> RMB over an Empty Area> Add Timeline

5. DOUBLE CLICK Timeline box> Timeline window> Add Vector Track

6. Vector Track> TOP LEFT> name the track ‘Rotator’

7. Vector Track> TOP> Length> 1 second

8. Vector Track> RMB over empty area> Add Key: 0 sec->1 / 1 sec->360

9. Float Track> TOP> check Autoplay and Loop

10. Event Graph> RIGHT COLUMN> DRAG AND DROP StaticMesh1 over an empty area> Get (to add StaticMesh1 block)

11. Event Graph> DRAG from StaticMesh1 to an empty area> Set Relative Rotation (to add Relative Rotation block)

12. Event Graph> DRAG from Timeline>Update to Set Relative Rotation>exec

13. Event Graph> DRAG from Timeline>Rotator to an empty area (to add Break Vector)

14. Event Graph> DRAG from Set Relative Rotation>New Rotation to an empty area (to add Make Rot block)

15. Event Graph> Create other connections as in the image below

16. Unreal Editor> Content Browser> Blueprint folder> ‘Floor_400x400_Blueprint’ DRAG AND DROP into scene

17. Play

unreal-blueprints-mesh-rotator

For italian people: come funziona?

1. Timeline invia i valori di Rotator ad ogni fotogramma alla funzione Set Relative Rotation
2. Set Relative Rotation invia i dati di rotazione a Static Mesh 1

NOTA BENE: la traccia Rotator deve essere prima separata con Break Vector, poi assegnata con Make Rot a New Rotation

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Unreal Game Engine – Blueprints – Pulsing Mesh

Unreal Game Engine – Blueprints – Pulsing Mesh

1. LEFT COLUMN> Content Browser> RMB over a Mesh (example Floor_400x400)> Create Blueprint Using…> select your ‘Blueprints’ folder> give it the name (example Floor_400x400_Blueprint)

2. Blueprint window> TOP RIGHT> Components> WHELL MOUSE BUTTON to zoom in/out

4. Blueprint window> TOP RIGHT> Graph> you can see component on the RIGHT COLUMN: – StaticMesh1

5. Blueprint window> TOP RIGHT> Graph> RMB over an Empty Area> Add Timeline

6. DOUBLE CLICK Timeline box> Timeline window> Add Float Track

7. Float Track> TOP LEFT> name the track ‘Pulsing’

8. Float Track> TOP> Length> 1 second

9. Float Track> RMB over empty area> Add Key: 0 sec->1 / 0.5 sec->0.5 / 1->1

10. Float Track> TOP> check Autoplay and Loop

11. Event Graph> RIGHT COLUMN> DRAG AND DROP StaticMesh1 over an empty area> Get (to add StaticMesh1 block)

12. Event Graph> DRAG from StaticMesh1 to an empty area> Set Relative Scale 3D (to add Relative Scale 3D block)

13. Event Graph> DRAG from Timeline>Update to Set Relative Scale 3D>exec

14. Event Graph> DRAG from Timeline>Pulsing to Set Relative Scale 3D>New Scale

14. Unreal Editor> Content Browser> Blueprint folder> ‘Floor_400x400_Blueprint’ DRAG AND DROP into scene

15. Play

unreal-blueprints-pulsing-mesh

For italian people: come funziona?

1. Timeline>Update —> Set Relative Scale 3D: esegue un update continuo di Set Relative Scale 3D ad ogni fotogramma

2. Timeline>Pulsing —> New Scale: fornisce il valore variabile nel tempo

3. Set Relative Scale 3D>Target —> Static Mesh 1: setta la scala di Static Mesh 1

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Unreal Game Engine – Blueprints – Flashing Light

Unreal Game Engine – Blueprints – Flashing Light

1. LEFT COLUMN> Content Browser> RMB over a Mesh (example Floor_400x400)> Create Blueprint Using…> select your ‘Blueprints’ folder> give it the name (example Floor_400x400_Blueprint)

2. Blueprint window> TOP RIGHT> Components> WHELL MOUSE BUTTON to zoom in/out

3. Blueprint window> MAIN TOP MENU> Window> Components> Add Component> Point Light> move the Point Light over the Mesh

4. Blueprint window> TOP RIGHT> Graph> you can see component on the RIGHT COLUMN: – PointLight1 – StaticMesh1

5. Blueprint window> TOP RIGHT> Graph> RMB over an Empty Area> Add Timeline

6. DOUBLE CLICK Timeline box> Timeline window> Add Float Track

7. Float Track> TOP LEFT> name the track ‘Brightness’

8. Float Track> TOP> Length> 1 second

9. Float Track> RMB over empty area> Add Key: 0 sec->0 / 0.5 sec->5.000 / 1->0

10. Float Track> TOP> check Autoplay and Loop

11. Event Graph> RIGHT COLUMN> DRAG AND DROP PointLight1 over an empty area> Get (to add Point Light block)

12. Event Graph> DRAG from Point Light to an empty area> Set Brightness (to add Set Brightness block)

13. Event Graph> DRAG from Timeline>Update to set Brightness>exec

14. Unreal Editor> Content Browser> Blueprint folder> ‘Floor_400x400_Blueprint’ DRAG AND DROP into scene

15. Play

unreal-blueprints-flashing-light

For italian people: come funziona?

1. Timeline>Update —> Set Brighness: esegue un update continuo di Set Brightness ad ogni fotogramma

2. Timeline>Brightness —> New Brighness: fornisce il valore variabile nel tempo Brightness

3. SetBrightness>Target —> Point Light 1: setta la luminosità di Point Light 1

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Unreal Game Engine – BluePrints – Variables and Datatypes

Unreal Game Engine – BluePrints – Variables and Datatypes

1. LEFT COLUMN> Content Browser> New> Blueprint> Actor> name it ‘MyBlueprint’, double click to open it.

2. MyBlueprint window> LEFT COLUMN> +Variable, nami it ‘MyFirstVar’

3. MyBlueprint window> LEFT COLUMN> Details> Variable Type> select the type between:

– bool : boolean
– byte
– int : integer numbers
– float : floating point numbers
– name
– string : alphanumeric characters
– text
– Vector : XYZ
– Rotator : rotation information
– Transform: translation, rotation, scale

+————-| on the right click over the red ‘Array’ icon to create an array.

4. DRAG AND DROP ‘MyFirstVar’ into EventGraph> Get> now the Variable Type is permanent and it can’t be changed.

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