Game Development Reference
In-Depth Information
can execute
SetMaterial
, make its
Target
the same mesh that was created via
Add Static
Mesh
, and set its
Material
to
aBlockMaterial
; the material changes every time the
chooseRandomMaterial
event gets called.
Finally, you can use
SetRelativeLocation
of the billboard point that is responsible for that
row to another position on the
y
axis, using the
Make Vector
and
Add Int(+)
nodes to
add
75
units every time as a spacing between every two created blocks:
Now, if you check the project files, you will find that the only difference is that there are
five functions called
addRow
, and each of them uses a different billboard as a starting
point to add the blocks. Now, if you run the version you made or the one within the pro-
ject files, you will be able to see the generated blocks, and each time you stop and run the
game, you will get a completely different color variation of the blocks.
There is one last thing to completely finish this blueprint. As you might have noticed, this
blueprint contains the camera in its components. This means it should be the one that
holds the functionality of setting this camera to be the rendering camera. So, in
Even Be-
gin Play
, this functionality will be fired when the level starts. You need to connect the
the
Set View Target With Blend
node that will set the camera to the
Target
camera, and you
need to connect
Get Player Controller
(player 0 is the player number 1) to the
Target
socket. This blueprint refers to
New View Target
. Finally, you need to call the
initial-
izeTheBlocks
custom event, which will call all the other functions.
Search WWH ::
Custom Search