![]() The Blueprint's Construction Script creates and arranges the various Static Meshes and lights according to parameters exposed in the Blueprint's Details panel. In the Content Examples maps, the long rooms that contain each example (pictured above) are actually a single Blueprint made up of many components. ![]() It is useful for creating easily customizable props that allow environment artists to work faster, such as a light fixture that automatically updates its material to match the color and brightness of its point light component, or a Blueprint that randomly scatters foliage meshes over an area. The Construction Script is a type of graph within Blueprint Classes that executes when that Actor is placed or updated in the editor, but not during gameplay. You have read about Level Blueprints and Blueprint Classes, listed below are a handful of examples that can be accomplished with the Blueprint system.Ĭreate Customizable Prefabs with Construction Scripts This also means that editing a Blueprint that is in use throughout a project will update every instance of it. ![]() Because of the self-contained nature of Blueprints, they can be constructed in such a way that you can drop them into a level and they will simply work, with minimal setup required. In this case, pressing the button activates an event inside the door Blueprint, causing it to open - but the doors could just as easily be activated by another type of Blueprint, or by a Level Blueprint sequence. ![]() In the image above, the button and the set of doors are each separate Blueprints that contain the necessary script to respond to player overlap events, make them animate, play sound effects, and change their materials (the button lights up when pressed, for example). Blueprint Classes are ideal for making interactive assets such as doors, switches, collectible items, and destructible scenery. ![]()
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