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












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