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Wk03_ The Game Engine - Blueprint basics ++



COMMUNICATION: 
We're on schedule
Take photos
Ask me to explain if I am too fast
Take screenshots
Take notes
We’ll work like that: (due to this being a 1st class, I need to gage how you progress) I will come in class with a minimal list of steps, when class is done I will clean-up that list and give you an assignment description on the blog post.

LAST WEEK:
Unreal generics, where to open what, main entities, real-time, 3D, XYZ-XYZ-XYZ transform, play, PlayerStart, Object Browser, Level, World Outliner

CONVENTIONS: 
for all new objects you will create, please have names begin with: “OCADU-objectName”
BP = Blueprint
Events are red BP nodes
Link to the main file we've worked on since the start of the class: BP_FundamentalsClasses:
https://epicgames.box.com/s/zz9ydnf9bfgdhk771w6z1ss5ldit2dzp

CLASS:
•  Open a fresh version of the file that we already have opened in class 02 named: “BP_FundamentalsClasses”  
load will take time (......45%...??)
•  2ble-click on the Level named: "Blueprint_EssentialConcepts_Start"
•  PLAY and walk through door front & backward
•  Analyze 
•  check door BP - notice Pivot Point of mesh (in the world outliner click on the underlined blue link on the right of the object name)

•  set X position value of PlayerStart to 8000 and PLAY
•  find Book object near you set physics on Book mesh inside the BP (open the BP)

•  place a new cube at 1/2 under and lift book BP

•  set physics constraint on physics of cube (PLAY to see if it falls)
•  set cube to static

•  PLAY and notice the book’s fall breaks on the cube (similarly to a Blocking Volume)
•  make it a BP, name it "OCADU-whatYouWant" and open it in Viewport
•  check mesh physics to OFF (select the Mesh Component!) and make the mesh Movable 

•  Open the Event Graph and add the following nodes by right-clicking on an empty part of the background and typing the first letters of the following nodes:
EnableInput
GetPlayerController 
•  Link them to an EventBeginPlay
•  add a SetSimulatePhysics (which will automatically add a Static Mesh Component to itself)
•  add a "B" event node by right-clicking on an empty part of the background and scroll down to Input then open arrow, then to Keyboard Events then open, and select "B" leave settings as is.
see final BP script below:

•  Link B tSetSimulatePhysics, 
•  Hit Compile on the top-left, 
•  PLAY, wait a few seconds and hit B on your keyboard, notice the Cube still breaking the fall of the Book (NOTE: Collisions are still active and set to "BlockAllDynamic"). Now hit B and see the Cube falling down.
•  to check if you B key is firing, drag you play window to the side and leave room to see the "B" event node in the BP window, then PLAY, hit B and watch the red wire activate.

NOTE: if the B key doesn't fire: make sure there is no other B node anywhere else, if it still doesn't work, restart your project file :(...
•  back to your BP window, select the Viewport tab, hit the "+Add Component" menu button (top-left) and type "Box..", then select "Box Collision".

•  name your Box Collision (it's a Trigger) with "OCADU-whatYouWant"
•  select it in the top-right Component Menu
•  drag it about 200cm towards the front by the green arrow

•  go to the Event Graph tab, keep the OCADU-whatYouWant Component selected
•  in the OCADU-whatYouWant Details panel (right-hand side), scroll down to the Events section and hit the + on the OnComponentBeginOverlap green button, an event node will appear, drag it closer to the SetSimulatePhysics node and link them together (it's OK if the B is still plugged in), hit Compile.

•  PLAY and move towards the Collision Box, your Cube will fall down
•  set X position value of PlayerStart to 9000 and PLAY
•  move close to last character and notice light on + rotation
•  Analyze the BP by opening it on the blue link
•  Notice the 2 Events OnComponentBeginOverlap and OnComponentEndOverlap driving the rotation and light visibility


ASSIGNMENTS:
I will check assignments in-class directly for this. This is assignment #2:
•  Rotate a cube, you can use this tutorial or copy-paste what you have seen in the character turntable in “BP_FundamentalsClasses”
open an new template file, or do it inside the “BP_FundamentalsClasses” file.
https://www.youtube.com/watch?v=D1pQrctHqEM
•  Timeline 1 & 2(lerp)
https://www.youtube.com/watch?v=JWN7ljhAOMM
https://www.youtube.com/watch?v=yz6sKO98qwY
Assignment #2 (10%):
Criteria:
0 = not submitted (you have another week but 3 points will be taken out next week since it's easier for you with the samples files revealed)
5 = 50% of the work accomplished
10 = 100%
Evaluation:
must work live on your computer when I am looking at it, this time you can submit later, but next class this rule will get enforced, the reason is that I will provide the corrections in-class right afterward.

TEASING IDEAS FOR FINAL PROJECT:
- Android Phone-based
- Sensor physicalized environment-based
- Product interactive demo 
- improve an original interaction design
Groups are preferred, 2 to 4 members
Different roles will be distributed to people
Duration = 5-6 weeks

I need a video volunteer to film me in class please :)
Best, PG

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