Students will learn how to map input to action by moving a ball around in the world using the keyboard and mouse. Then the game mechanics of a casual ball-rolling style game will be implemented.
The Pawn class is derived from Actor. It has some additional capabilities, such as the ability to be possessed by a controller.
When a controller possesses a Pawn, it can now add movement input for the Pawn.
We learn how to configure the Pawn for movement.
Trigger volumes provide an easy way to trigger game logic when objects overlap with them.
Movement mechanics wouldn't be complete without jumping!
We learn how to transition from the current level to a new level while in-game.
Pickups are a common gameplay mechanic and we learn how to implement them using overlap events.
It's a valuable skill to be able to find quality assets for your game. We get some assets into our game project.
Physical Materials allow for you to have some physical properties on object surfaces such as friction.
Damping ensures that an object in motion will slow to a stop.
Playing sounds is an essential part of game development. We learn how to play sounds in-game.
Widget components provide us with a convenient way to have HUD widgets attached to an Actor.
Unreal Engine has a single, boring font. But we can find and import any font we wish to use in our game!
We learn how to toggle the visibility for our widgets.
We can animate our widgets, and in this video we learn how.
We learn how to bind text so that our HUD text will change according to logic in the game.
Explosives are a fun application of overlap events and concepts from the Pickup class.
We learn about the HUD and how we can use it.
Saving the game is a crucial feature to most video games. We learn how to do it.
We make a button for the ball to press.
We apply our button logic to affect other Actors such as a door.
We apply sound to the door.
We go into detail on adding movement inputs for our pawn.
Every game needs a win condition!
We learn how to quit and pause the game.
We apply our skills to create a booster button to launch the ball into the air!
Wall jumping is a side effect of enabling jumping in the event of a hit. We take care of it here.
We make a generic button that can affect any number of targets.
Interfaces allow you to have a set of functions that can have unique implementation of any class that implements them.
We learn how to use the construction script to affect Actors before the game even starts.
Dynamic materials allow us to change properties on a material at run time in-game.
We apply our knowledge of the construction script to see how we can create a procedural fence.