Game Development Reference
In-Depth Information
• Finally, from the Rendering options section, you need to select the emissive ma-
terial we have made to be able to see those static meshes, and you need to mark
Hidden in Game as True to hide those objects. Keep in mind that you can keep
those objects in the game for debugging reasons, and when you are sure that they
are in the correct place, you can move to this option again and remark it as True .
Billboard : For now, you can think about the billboard component as a point in
space with a representation icon, and this is how it is mostly used inside UE4 as
the engine does not support an independent transform component yet. However,
billboards have always been used to show the contents that always face the cam-
era, such as particles, text, or any other thing you need to always get rendered
from the same angle. As the game will be generating the blocks/bricks during the
gameplay, you will need to have some points to define where to build or to start
building those bricks. You can add five billboard points, rename them, and rear-
range them to look like a column. You don't have to change any values for them,
as you will be using their position in space values only! I named those five points
as firstRowPoint , SecondRowPoint , thirdRowPoint , fourthRowPoint , and
fifthRowPoint .
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