So a long time has passed since I uploaded anything related to the course. It has been quite consisten and mostly we when over a lot of parts ( no all of the yet) of the blueprint system in UE4. Starting from simple programming in the level blueprint up to interfaces which was mostly the last thing we did. We covered some cool exercises which I'm going to cover in this blog today for remembering purposes and also because I fell it is a great guide line for initiation of blueprints. This are very quick exercises to make but they cover different parts from blueprint programming from understanding how different nodes work to how to think logically in order to face a problem with programming.
From now on I would be referring to blueprints as BP, for short.
BEFORE WE START
I would like to very quickly set here a link to my latest update to the project I'm working on in this course. As you know its most like a technical demo to be able to learn blueprint but its been quite on development from the last update and It has more features that I'm a bit proud of. Also any feedback added here or in the comment section in my channer would be very appreciated. Link is on the image.
So here now I would be listing the exercises and talking a bit about them.
Exercise 01
Trace a line between two points ( two cubes in this case) and show the length between them in the space. This exercise purpose was to understand basic of data recollecting and knowing how to work with this data in order to be able to generate a third type of data that we where looking for. In this case, grabbing to coordinates in space and calculating their vector lengths in order to see what the distance was. Also to starting to understand what the construction script dose which is something that I for example didn´t understand the concept of.
Exercise 02
Make a security camera to follow you visually if you get near it. Following the same idea of working with vectors and also understanding rotation values. This also helps to start grasping the idea of why it is importan to have good oriented objects implemented in the scene when you export from your 3d program of preference.
Exercise 03
Changing to different levels of illumination on the same scene through blueprints. This is to understand level streaming and how to organise backing lighting on different sublevels. The idea is to have the same environment, one with day light illumination and one with night illumination and then with a trigger and a character switch between them in game.
Exercise 04
Switch from the player character camera to another camera animation for a cinematic. Typical thing that happens in games when you enter a new level and the camera goes around the level for a few seconds to show you the hole scene. Sometimes with a voice over or with a little tutorial, to end up back to the character and start playing. This exercise sets up various problems to handle. Apart of working out how to change from one camera to another we have to take into account that the character should not be playable when the cinematic is on and when it is back it should be allocated behind the character to start playing again.
Exercise 05
Open a door rotating it with time line. Understand how the timeline node works.
Exercise 06
Create an array of objects where you can add different objects. Understand how arrays work inside unreal and how you can use them to create useful environment modelling tools.
Exercise 07:
A car configurator
The biggest exercise we did. We have been several days working on it. It is basically our first actual working apk that we have to create. Basically its a scene with a car where you can change the color of the hull, interior and wheel. Also you can change the time of day and watch a small cinematic. All this controlled by a interface. It was basic programming interactivity with the addition of understanding how widget and interface bp works.
This where the main exercises we did. All of them really good to challenge different problem solving that we could use in the future.