Game Development Reference
In-Depth Information
Building the blueprints and components
I prefer to call all the blueprints for this game actors as all of them will be based on a class
in the engine core. This class usually represents any object with or without logic in the
level. Although blueprints based on the actor class are not accepting input, you will learn a
way to force any actor blueprint to get input events. This is the reason for picking the actor
class as a general class for the course of this topic. In this section, you will build the differ-
ent blueprints for the game and add components for each one of them. Later on, in another
section, you will build the logic and graphs. As I always say, building and setting all the
components and the default values should be the first thing you do in any game, and then
adding the logic should follow. Do not work on both simultaneously!
Building the layout blueprint
The layout blueprint should include the bricks that the players are going to break, the cam-
era that renders the level, and the walls that the ball is going to collide with.
Start making it by adding an Actor blueprint in your project directory. Name it
levelLayout and double-click on it to open the blueprint editor.
The blueprint editor, by default, contains the following three subeditors inside it; you can
navigate between them via the buttons in the top-right corner:
Defaults : This is used to set the default values of the blueprint class type
Components : This is used to add different components to build and structure the
blueprint
Graph : This is where we will add scripting logic
The majority of the time, you will be working with the components and graph editors only,
as the default editor's default values always work the best:
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