Game Development Reference
In-Depth Information
pending on the selected value, the aBlockMaterial variable will be set to a differ-
ent material. This aBlockMaterial variable is the one that will be used to set the
material of each created block in each iteration of the loop for each row.
addRowX: I named this X here, but in fact, there are five functions to add the
rows; they are addRow1 , addRow2 , addRow3 , addRow4 , and addRow5 . All of
them are responsible for adding rows; the main difference is the start point of
adding the row; each one of them uses a different billboard transform, starting
from firstRowPoint and ending with fifthRowPoint . You need to connect your
first node as Add Static Mesh and set its properties as any other static mesh. You
need to set its material to the emissive one. Set Static Mesh to Shape_Pipe_180 ,
give it a brickPiece tag, and set its Collision options to Simulation Generates
Hit Events and Generate Overlap Events to True . Also, Collision Preset has to
be set to Block All to act in the same manner as the walls from the layout blue-
print and receive the hit events, which will be the core of the ball detection. This
created mesh will need a transform point to be instantiated in its cords. This is
where you will need to pick the row point transform reference (depending on your
row, you will select the point number), add it to a Make Transform node, and fi-
nally, set the new transform Y Rotation to -90 and its XYZ scale to 0.7, 0.7, 0.5
to fit the correct size and flip the block to have a better convex look.
This second part of the addRow event should use the ChooseRandomMaterial custom
event that you already made to select a material from among six random ones. Then, you
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