Week 5 + 6: Blueprint Scripting 101 Class (Part 2/3)

This week, I continued to follow creative practitioners on LinkedIn and update my blog post of potential contacts for my DE4402 essay. I also continued the Unreal Engine 5: Blueprint Scripting 101 Skillshare course by Greg Wondra and completed lessons 41 to 74, which explored variables, functions and macros. 


Course Notes (Lessons 41 - 74)





Course Exercises: 


Jumping Disabled when Overlapping a Trigger Box (Using Boolean Variables)






Add 100XP + Reach Level 2 when at 500XP (Using Integer Variables)






Decrease Health by 10% + Increase Health with Health Pickups (Using Float Variables)







Randomly Open 1 of 2 Levels (Using Name Variables)





Hold a Sword Stored on the Players Back (Using Name Variables)


 



Appending + Manipulating String Variables 



Setting the Characters Name within a Widget (Using Text Variables)



Formatting a Text Variable by Adding my Existing 'Health' Float Variable within the Text Variables Value - 'You have {Health} HP remaining'



Promoting to 'Health Result' variable + binding it to the widget blueprint:



Teleporting the Player (Using Vector Variables)


Changing Print String Text Colour (Using Vector Variables)



Creating an Open + Close Door Animation (Using Rotator Variables)







Randomly Respawn the Character at 1 of 3 Target Points (Using Transform Variables)






Using my Existing Line Trace Script to Change the Contents of an Actor Variable + Destroy its Contents (Using Actor Variables)






Enabling the 'Expose to Cinematics' Option to Create a Scale Animation (Using Vector Variables)





Manipulating the Location, Rotation, Scale and Life Span of a Specified Actor (Using Actor Functions)





Creating a Character Launch + Crouch Script (Using Class Functions) 



Modifying the Character Mesh + Follow Camera Components within 'BP_ThirdPersonCharacter' (Using Component Functions) 



Manipulating Player Health (Using Custom Functions)




'Modify Health' function graph:


'Modify Health' used within the blueprint it was made in (CBP) + the level blueprint:



Creating a Camera Shake Effect + Using 'Collapse to Function'






Before collapsing to a function:



After collapsing to a function:



Changing the Materials of Static Mesh Objects (Using Custom Functions Made in a Function Library)




Script of the function I made:



Scripts using my function: 




Creating a Turbo Run Script (Using Local Variables)




Function script:



'Turbo Run' function used in the character blueprint:



Creating Delayed Visual Effects (Using Custom Macros)




Graph for the 'OnFire' macro: 



Creating a custom event using the macro:



Activating the custom event in the level blueprint:



Creating a Coin Flip Simulation (Using 'Collapse to Macro')




Macro script: 



Using my macro to either give full health to the character or 'kill' them:



Changing Walk Speed Depending on Player Health (Using Custom Macros Created in a Macro Library)




'Change Max Speed' macro script:



Using my macro to generate a walk speed between 1 and 2000 + determine whether the speed is 'Walking', 'Running' or 'Sprinting':



Randomly Print Screen 1 of 3 values within a Text Variable + Change the 3 Values within a Text Variable (Using Array Variables)



Randomly Play 1 of 3 Values within a Sound Wave Variable + Destroy 1 of 3 Values within an Actor Variable (Using Array Variables)





Print Screen Treasure Not Found + Update Treasure Found (Using Set Variables)



Update Player Inventory (Using Map Variables)



Change the Players Walk Speed in Relation to their Current Health Status (Using Enum Variables)





Cast a Fireball Spell + Print Screen the Spell Name + Damage Dealt (Using Enum + Struct Variables)




Struct contents:



Default values added to a struct variable type within 'BP_ThirdPersonCharacter':



Script to cast the fireball spell + print screen the spell name and damage dealt:





Week 7 + 8 Plans:




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