Game Development Reference
In-Depth Information
•
For Loop
: This is a typical loop to repeat some procedure until a finish point. It
requires a first index to start with and a last index to stop when it hits.
•
For Loop With Break
: This is a typical loop but it has an extra input as a reason
to break the loop.
•
Branch
: This is the match of an
if
statement in programming languages. It takes
an input and checks whether it is
True
or
False
.
•
Random Integer in Range
: This is a mathematical node that will give a random
integer value between a
Min
and
Max
value that you can enter.
•
Make Transform
: This is a node that will build a transform by using three inputs
as Vector3 values. These three inputs are location, rotation, and scale.
•
Make Vector
: This is a node that works on building a Vector3 value by using
three deferent float values as X, Y, and Z.
•
Break Vector
: This is a node that works on breaking a Vector3 value into three
deferent float values as X, Y, and Z.
•
Set Material
: This is a node that works on setting a material into a target mesh.
•
Set Visibility
: This works on changing the current visibility state of the
Target
actor into the
New Visibility
state.
•
Play Sound at Location
: This plays a sound input at the location input.
•
Component Has Tag
: This is a comparison node to check whether the
Target
component has the
Tag
input value.
•
Actor Has Tag
: This is a comparison node to check whether the
Target
actor has
the
Tag
input value.
•
Print String
: This is a node that prints the
In String
value either to the screen, to
the log, or both using the
Text color
input as the text color.
•
Get Actor Location
: This is the node that gets the
Target
actor location as a
Vector3 value.
•
Open Level
: This is a node that loads a new level that has
LevelName
as an in-
put.
•
Get Player Controller
: This is a node which returns the player controller that
uses
Input Player Index
. It is heavily used to return the current player, which is
usually number 0 for a single player.
•
Get Hit Result Under Finger by Channel
: This gets the
Hit
result as an output
of a finger press using the current player controller as a target. It has some ad-
vanced inputs such as the trace channel, which is better to be set to
Visibility
to
check the visible object only.
•
Break Hit Result
: Any hit with the physics system has a result, which can be
very useful to do lots of things. Any hit result can provide
Location
,
Normal
,
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