@ -6,8 +6,11 @@ In this exercise, you will learn to use Unreal Engine and use Blueprints to scri
The map of this project should be composed by a cube with dimensions of X = 35, Y = 40, Z = 1, simulating the floor and other cubes as walls around the floor. In the map there should be a zone where the character should be able to walk around and shoot to the targets and another zone where the player can not go, where the targets are present.
The map of this project should be composed by a cube with dimensions of X = 35, Y = 40, Z = 1, simulating the floor and other cubes as walls around the floor. In the map there should be a zone where the character should be able to walk around and shoot to the targets and another zone where the player can not go, where the targets are present.
You will need this [image](), from which you will create a new material and associate the image to it.
For this project you will have to create a Blueprint Class target, that will have some characteristics. The target should :
For this project you will have to create a Blueprint Class target, that will have some characteristics. The target should :
- have associated to it the previous created material.
- either be moving from side to side or stationary.
- either be moving from side to side or stationary.
- be dynamic, using the timeline node.
- be dynamic, using the timeline node.
- use a public variable to set or unset the movement animation of the target.
- use a public variable to set or unset the movement animation of the target.
@ -20,9 +23,7 @@ The previous mentioned projectile should:
- have a size of X = Y = Z = 0,5.
- have a size of X = Y = Z = 0,5.
- have a speed of 10000.
- have a speed of 10000.
The First-person template and all needed assets can be found in the Firing Range folder.
When finished, your project should look like the executable example on the folder or the ["Expected Result" video](https://youtu.be/EBibaN-dh_0).
When finished, your project should look like the executable example on the folder or the “Expected Result” video.
> Don’t forget to zip up the project compile and save everything for peer correction.
> Don’t forget to zip up the project compile and save everything for peer correction.
@ -25,7 +25,7 @@ After creating a blank project and importing the content from the provided folde
- Use interaction timer to set how many time should the player look to an interaction point, in order to travel to the next space (Like on the video example). In other words, the player should look for a while at the interaction point before getting teleported to the next scene.
- Use interaction timer to set how many time should the player look to an interaction point, in order to travel to the next space (Like on the video example). In other words, the player should look for a while at the interaction point before getting teleported to the next scene.
- Except for the interaction point and the spheres containing the panoramic images, no 3D objects are allowed on the map.
- Except for the interaction point and the spheres containing the panoramic images, no 3D objects are allowed on the map.
When finished, your project should look like the executable example on the folder or the “Expected Result” video.
When finished, your project should look like the executable example on the folder or the [“Expected Result” video](https://youtu.be/Tor1Q10NG_Q).
> Don’t forget to zip up the project compile and save everything for peer correction.
> Don’t forget to zip up the project compile and save everything for peer correction.
@ -39,7 +39,7 @@ As for the multiplayer aspect, here are some hints that you will have to follow:
- Use Game State and replicated variables to know who is the winner of the game. If you have more info to share for all players on the game, do it through Game State using server replication.
- Use Game State and replicated variables to know who is the winner of the game. If you have more info to share for all players on the game, do it through Game State using server replication.
- Use "Has Authority" checks to know if it is the server or the client that is trying to execute an action.
- Use "Has Authority" checks to know if it is the server or the client that is trying to execute an action.
When finished, your project should look like the executable example on the folder or the “Expected Result” video.
When finished, your project should look like the executable example on the folder or the [“Expected Result” video](https://youtu.be/s56rio0bw0U).
> Don’t forget to zip up the project compile and save everything for peer correction.
> Don’t forget to zip up the project compile and save everything for peer correction.
@ -8,7 +8,7 @@ You will create a first-person style game with only directional and mouse input.
### Instructions
### Instructions
For this project you will start the game with an empty project and it is requested that you:
For this project you will start the game with an empty project and be sure to create it including the starter content. It is requested that you:
- Create a PlayerCharacter blueprint and give him the ability to move forward, backward, left and right. Also, use the mouse to look around.
- Create a PlayerCharacter blueprint and give him the ability to move forward, backward, left and right. Also, use the mouse to look around.
- Create a start menu by pressing Escape.
- Create a start menu by pressing Escape.
@ -36,8 +36,8 @@ When the player clicks on the Graphics Settings button, another widget should ap
While controlling the player in the game, a widget should be visible at all times. This widget should display on a corner of the screen the rounded X, Y, Z (as integers) coordinates of the player. Just make sure it doesn’t disturb the visibility of the other widgets. If you want, after opening the pause menu you can make the player position widget disappear, making it appear again when you return to the game.
While controlling the player in the game, a widget should be visible at all times. This widget should display on a corner of the screen the rounded X, Y, Z (as integers) coordinates of the player. Just make sure it doesn’t disturb the visibility of the other widgets. If you want, after opening the pause menu you can make the player position widget disappear, making it appear again when you return to the game.
On the level you should display some grass, textured objects and post process on the terrain to show the settings changes. You can find some stuff on the Resources folder.
On the level you should display some grass, textured objects and post process on the terrain to show the settings changes. You can find some stuff on the StarterContent folder.
When finished, your project should look like the executable example on the folder or the “Expected Result” video.
When finished, your project should look like the executable example on the folder or the [“Expected Result” video](https://youtu.be/0v-spQJwDwM).
> Don’t forget to zip up the project compile and save everything for peer correction.
> Don’t forget to zip up the project compile and save everything for peer correction.