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Chris 3 years ago
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  1. 14
      docs/unreal-engine-setup.md
  2. 8
      subjects/armyofone/README.md
  3. 26
      subjects/armyofone/audit/README.md
  4. 16
      subjects/firingrange/README.md
  5. 16
      subjects/firingrange/audit/README.md
  6. 26
      subjects/mousevr/README.md
  7. 8
      subjects/mousevr/audit/README.md
  8. 47
      subjects/nascaronlinealpha/README.md
  9. 22
      subjects/nascaronlinealpha/audit/README.md
  10. 20
      subjects/vehiclephysics/README.md
  11. 30
      subjects/vehiclephysics/audit/README.md

14
docs/unreal-engine-setup.md

@ -8,19 +8,19 @@ Then depending on your operating system, you will need the following steps:
### Windows
- On the [Epic Games main page](https://www.epicgames.com/store/en-US/) you can find on the top right corner a button (`Get Epic Games`), click on it.
- An download pop up box should appear, so proceed to download the installer.
- On the [Epic Games main page](https://www.epicgames.com/store/en-US/) click on the top right corner button (`Get Epic Games`).
- A download pop up box should appear, then proceed to download the installer.
- After going through all the steps to install the Epic Games Launcher, open it and sign in using your account.
### Linux
- First of all you will need to install `wine` to run Windows programs on Linux systems.
- First of all, install `wine` to run Windows programs on Linux systems.
- If you have a 64-bit Linux system use: `sudo apt install wine64`
- If you have a 32-bit Linux system use: `sudo apt install wine32`
- Check if it's installed correctly with: `wine --version`
- Check if it is installed correctly with: `wine --version`
- Then, you will need to instal `Lutris` in order to download Epic Games with the following commands:
- Then, install `Lutris` in order to download Epic Games with the following commands:
```sh
sudo add-apt-repository ppa:lutris-team/lutris
@ -30,10 +30,10 @@ sudo apt install lutris
- After `Lutris` is installed, open it and on the top bar, search for `Epic Games` and you will see the result `Epic Games Store`. Go ahead and click on install.
- After installing it, open it and sign up to your account.
- After installing it, open it and sign in with your account.
### Unreal Engine
- Once the Epic Games Launcher is opened, go to the `Unreal Engine` tab and select the Library tab.
- Click on the plus icon to add `Unreal Engine 4` and choose the version you want to install, by clicking on the dropdown list. Then click on install.
- Click on the plus icon to add `Unreal Engine 4` and choose the version to install by clicking on the dropdown list. Then click on install.
- After installing the Unreal Engine, you can click on `Launch` and prepare for the next adventure.

8
subjects/armyofone/README.md

@ -11,16 +11,24 @@ For this project you will implement a fully playable character using what we cal
Starting from an empty project, after creating a level with a floor (nothing else is really required), you should:
- create a Third Player Character Blueprint and apply the Countess mesh to it.
- give the character the ability to:
- move forward, backward, left and right using the WASD keys
- look around and change direction using the mouse
- jump using Space
- attack using the left mouse click
- create an animation blueprint file to animate the character so she can be animated while running, jumping, attacking, etc.
- implement the Aim Offset, so that when the player moves the mouse, the head of Countess follow the direction we’re looking at, in a 180-degree angle.
- separate the upper and lower body part, so that the character is able to walk and attack at the same time without any animation problems.
- make Countess lean according to the mouse direction, while running forward.
- use Animation Blendspace to organize your movements.
- use Animation Blueprint variables to handle different animation states.
After downloading and unzipping this [file](), you can copy its content to your project Content folder.

26
subjects/armyofone/audit/README.md

@ -1,37 +1,37 @@
#### Functional
###### Can Countess move in the four directions (forward, backward, left and right) using the WASD keys?
###### Can the Countess character move in the four directions (forward, backward, left and right) using the WASD keys?
###### Can Countess jump using the Space key?
###### Can the Countess character jump using the Space key?
###### Can Countess attack using the left mouse click?
###### Can the Countess character attack using the left mouse click?
###### While running, does moving the mouse left and right change the player leaning angle and direction?
###### While running, does moving the mouse left and right change the player's leaning angle and direction?
###### Does the animation used for the countess in the animation blueprint are stored in a BlendSpace file?
###### Is the animation used for the countess in the animation blueprint stored in a BlendSpace file?
###### Does the head of the countess follow the mouse orientation?
###### Does the Countess head follow the mouse orientation?
###### Is an Aim Offset being used to move the Countess head according to the mouse movement?
###### Can Countess attack using the blades when clicking on the left mouse button?
###### Can the Countess character attack using the blades when clicking on the left mouse button?
###### Does the Countess body blends between two animation????????
###### Is the Countess body blending between two animations?
###### Are there no severe body transition when starting the attack or jumping, etc…?
###### Are the body transitions smooth when starting an attack or jumping, etc…?
###### Can you attack and move around at the same time without damaging the animations performance?
###### Does the Countess body blends between two animation (are blend nodes being used)?
###### Does the Countess body blends between two animations (are blend nodes being used)?
###### Is the upper body and lower body being controlled as "two separate modules"?
<!-- - Caches are used in the animation blueprint to separate upper body and lower body animation correctly???? -->
###### Does the Animation Blueprint have at least three variables in order to handle the character speed, if she is in the air and attacking?
###### Does the Animation Blueprint have at least three variables in order to handle the character speed if she is in the air and attacking?
#### Bonus
###### Can Countess execute more than 3 attacks?
###### Can the Countess character execute more than 3 attacks?
###### Are there at least two different Countess skins being used?
###### Are they at least two different Countess skins being used?

16
subjects/firingrange/README.md

@ -1,22 +1,22 @@
## FiringRange
In this exercise, you will learn to use Unreal Engine and use Blueprints to script functionalities of a basic FPS game. The theme is to reproduce a firing range. And remember weapons are allowed only inside the shooting area!!
In this exercise, you will learn to use the Unreal Engine and Blueprints to script functionalities of a basic FPS game. The theme is to reproduce a firing range. And remember, weapons are allowed only inside the shooting area!!
### Instructions
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 of a cube with dimensions of X = 35, Y = 40, Z = 1. It should simulate the floor and other cubes as walls around the floor. In the map there should be a zone where the character is able to walk around and shoot the targets and another zone where the player can not go and where the targets are present.
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 of these 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 be stationary.
- be dynamic, using the timeline node.
- use a public variable to set or unset the movement animation of the target.
- rise again after x seconds after being hit it with a projectile, , and behave like before it was hit.
- rise again after x seconds after being hit it with a projectile, and behave like before it was hit.
Only one class of target is allowed on the whole project.
Only one class of target is allowed for the whole project.
The previous mentioned projectile should:
The previously mentioned projectile should:
- have a size of X = Y = Z = 0,5.
- have a speed of 10000.
@ -33,4 +33,4 @@ Here are some ideas for improving the game:
- Targets with different speeds
- Textures on the walls and ground
- Add obstacles in front of the targets
- Adding obstacles in front of the targets

16
subjects/firingrange/audit/README.md

@ -1,25 +1,25 @@
#### Functional
###### Are the map size and composition (using cubes) being respected?
###### Are the map size (X = 35, Y = 40, Z = 1) and composition (using cubes) being respected?
###### Are the projectile size and speed being respected?
###### Are the projectile size (X = Y = Z = 0,5) and speed (10000) being respected?
###### If you try to move the target to the target zone, is the player forbidden from trespassing to that zone by a invisible wall?
###### If you try to move the target to the target zone, is the player forbidden from trespassing to that zone by an invisible wall?
###### When you shoot a target, does the bullet go through the invisible wall?
###### Did the targets lay on the ground correctly on the floor when hit by the projectile?
###### Did the targets correctly lay on the floor when hit by the projectile?
###### Did the target rotate from the bottom and not from the center?
###### Is there only one class “BP_Target” is present on the project?
###### Is there only one class “BP_Target” present on the project?
###### Do all the public variable have a tooltip? (Mouse over it to check if a description is set or check if the variable have a little green eye on the right)
###### Do all the public variables have a tooltip? (Mouse over it to check if a description is set or check if the variable have a little green eye on the right)
#### Bonus
###### Does different targets have different speeds?
###### Do different targets have different speeds?
###### Does walls and floor have texture?
###### Do the walls and floor have texture?
###### Are there obstacles in front of targets?

26
subjects/mousevr/README.md

@ -1,6 +1,6 @@
## MouseVR
On this one you will learn the basics of interaction using objects, learn the use of blueprint interface, learn stereoscopic sphere texturing. How, you ask? By creating a game in which you'll be in a city and will be looking for interaction points in order to travel through the map. And do not to look straight at the end of the subject.
On this one you will learn the basics of interaction using objects, learn the use of blueprint interface and learn stereoscopic sphere texturing. How, you ask? By creating a game in which you will be in a city and will be looking for interaction points in order to travel through the map. And do not to look straight at the end of the subject.
### Objectives
@ -10,33 +10,41 @@ You will have to create a game that uses the mouse as if it were the player head
After creating a blank project and importing the content from the provided folder, you should focus on the following points to accomplish the previous explained features:
- Use Scene Capture to take a 360 degrees screenshot, that youll need later on every targeted location on the map.
- Use Scene Capture to take a 360 degrees screenshot, that you will need later on every targeted location on the map.
- With this, you can create a new material and apply it to a sphere.
- Find a way to display the material inside and outside the sphere to create a VR world illusion.
- Create a pawn that can move his head using the mouse inside the spheres.
- In order to play the game, the player only needs to use the mouse and never the keyboard.
- Create your own interaction point to indicate where the player is heading.
- The design of the interaction point is up to you, but it should display a text underneath it, indicating where this interaction point is gonna lead the player to (burger store, metro, park, etc...)
- The design of the interaction point is up to you, but it should display a text underneath it, indicating where this interaction point is going to lead the player to (burger store, metro, park, etc...)
- There should always be an interaction point visible to the player, somewhere in the world that lets the player quit, no matter where the player is in the map.
- There should be no brutal transitions in the teleportation phase.
- Use an Interface Blueprint to handle interactions: a Blur, a Focus and an Active interaction.
- Use SphereTraceByChannel node to be able to look at objects.
- Use a SphereTraceByChannel node to be able to look at objects.
- Use casting with your interaction point to know which object you are looking at.
- 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 an interaction timer to set how many times should the player look at 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.
After downloading and unzipping this [file](https://assets.01-edu.org/MouseVR.zip), you can copy its content to your project Content folder.
When finished, your project should look like the [“Expected Result” video](https://youtu.be/Tor1Q10NG_Q).
> Don’t forget to zip up the project compile and save everything for peer correction.
> Do not forget to zip up the project compile and save everything for peer correction.
### Bonus
As bonus for this project there are the following:
The following are the bonuses for this project:
- Create a circle around the interaction points, that indicates when the interaction point will be triggered.
- Create a circle, around the interaction points, that indicates when the interaction point will be triggered.
- Animate the interaction points.
- Add looping background music during the experience.
Ah, made you look.
Ah! I made you look.

8
subjects/mousevr/audit/README.md

@ -1,6 +1,6 @@
#### Functional
###### When you move the mouse does the "head" of the player moves accordingly?
###### When you move the mouse does the "head" of the player move accordingly?
###### Can we navigate throughout the map using interaction points?
@ -12,15 +12,15 @@
###### Is a "Quit Game" interaction point always available, so that it is possible to quit the game at any point of the game?
###### No brutal teleportation visible to the player?
###### Are all teleportation visible to the player smooth and non brutal?
###### Is a sphere being used to cast instead of a single ray, in other words, did the student used a SphereTraceByChannel node?
###### Is an Interface Blueprint being used to handle the different actions on the interaction point (Blur,Focus and Active)?
###### To be able to teleport to a different scene, do you need to stare for a little at a interaction point?
###### Do you need to stare for a little at a interaction point to be able to teleport to a different scene?
###### Except for the interaction point and the spheres containing the panoramic images, is there any 3D objects on the map?
###### Except for the interaction point and the spheres containing the panoramic images, are there any 3D objects on the map?
#### Bonus

47
subjects/nascaronlinealpha/README.md

@ -1,42 +1,59 @@
## NascarOnlineAlpha
In this exercise, you will create a racing online game. The player will be able to race with another player, to see who is faster. When you feel stuck remember that once, a man couldn’t work out how to fasten his seatbelt. But then it suddenly clicked!
In this exercise, you will create a racing online game. The player will be able to race with another player to see who is faster. When you feel stuck remember that once, a man could not work out how to fasten his seatbelt. But then it suddenly clicked!
### Objectives
You will have to create a car game using an already existing project that you will have to download.
You will learn to analyze the code and understand what the developer did before you and adapt to extend the gameplay to continue the development of the game.
You will learn to analyze the code and understand what the developer did before you, and adapt it to extend the gameplay to continue the development of the game.
### Instructions
In order to start the project, you will have to open the Epic Games Launcher, switch to the Learn tab and search for the Vehicle Game project. Once you find it and download it, you can create a new Vehicle Game project and that will be the base of your project.
As the game is done, you only will need to make the multiplayer part of it. Basically, you will have to:
As the game is done, you only will need to make the multiplayer part of it. Basically, these are the requirements:
- As soon as the game starts it should ask for a name to assign to the player.
- Create a main menu map where the player can choose either to Host/Join a session.
- If the player chooses to Host, the game should ask you for a server name, number of players allowed on the server, if the player wants to host via LAN or ONLINE and a host button that launches the player into a multiplayer Lobby.
- Max. number of players should be 4 and the minimum should be 2.
- If the server name is not provided, the player can not yet host the server and a warning message should appear, requesting to insert a name for the server.
- If you press the Join button, the game should display to the player, a list of available sessions he/she can join. Also a refresh button should be available to search for sessions again.
- If the player chooses to Host, the game should ask you for a server name, number of players allowed on the server, whether the player wants to host via LAN or ONLINE, and a host button that launches the player into a multiplayer Lobby.
- The maximum number of players should be 4 and the minimum should be 2.
- If the server name is not provided, the player can not yet host the server and a warning message should appear requesting to insert a name for the server.
- If you press the Join button, the game should display, a list of available sessions which the player can join. Also a refresh button should be available to search for sessions again.
- A button with the server name in it should appear for each session found. By clicking on it, the player is directly transferred to the host lobby.
- It must be presented to the player the option to do the search for LAN sessions or ONLINE sessions.
- In the start menu, there should be also a button that enables the player to quit the game.
- The option to do the search for LAN sessions or ONLINE sessions must be presented to the player.
- In the start menu, there should also be a button that enables the player to quit the game.
- In every other menu, there should be a button that allows the player to go back.
- On the host lobby, before the creator of the session starts the game, the player can drive around the map.
- A widget should pop on the screen saying “Waiting for the host to start” if you are not the host and “Click START to start” otherwise. Therefore the host of the server should have available a Start button.
- Once the game started, all players spawn on the map and the race starts after a countdown (A little delay may occur for the client but it quickly goes back to normal so don’t worry for that.)
- The first to finish the race has a text on the screen written “YOU WIN” and “YOU LOSE” for the other players.
- Once the player crosses the finish line, the player input is disabled (player can no longer move).
- On the host lobby, before the creator of the session starts the game, the player should be able to drive around the map.
- If you are not the host, a widget should pop on the screen saying “Waiting for the host to start” and if you are the host it should be a “Click START to start” widget. Therefore the host of the server should have a Start button available.
- Once the game started, all players spawn on the map and the race starts after a countdown (A little delay may occur for the client but it quickly goes back to normal so do not worry about this possible issue.)
- The first to finish the race has a text on the screen written “YOU WIN”. The rest of the players get a “YOU LOSE” instead.
- Once the player crosses the finish line, the player input is disabled (the player can no longer move).
- Use the provided loading screen to hide all screen/player switching between maps and screens.
As for the multiplayer aspect, here are some hints that you will have to follow:
- Use the Advanced Session plugin to have more host options when creating and searching for a session.
- Use replicated Custom Events to share information.
- Use Game Instance to handle all widgets navigation.
- 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.
When finished, your project should look like the [“Expected Result” video](https://youtu.be/s56rio0bw0U).
@ -49,4 +66,4 @@ As bonus for this exercise you can:
- create a restart race button when all players crossed the finish line.
- display the winner on every player screen when crossing the finish line.
- make players join a server by IP address, from another LAN network (two players connected to different networks, for example).
- make players join a server by IP address, from another LAN network (two players connected to different networks for example).

22
subjects/nascaronlinealpha/audit/README.md

@ -2,17 +2,17 @@
###### Does the starter menu contains an Host, Join, and Quit button?
###### On the Host and Join menu can the player travel back to the main menu?
###### On the Host and Join menu, can the player travel back to the main menu?
###### On the Host menu can the player custom the following options: server name, max player number, play mode (LAN, ONLINE)?
###### On the Host menu, can the player customize the following options: server name, max player number, play mode (LAN, ONLINE)?
###### Is the maximum number of players 4 and the minimum 2?
###### If you try to host the server without a server name (input text box empty), does a warning message appears and you are forbidden to enter the server?
###### If you try to host the server without a server name (input text box empty), does a warning message appears and are you forbidden to enter the server?
###### On the Join menu can you switch between searching LAN sessions and Online sessions?
###### On the Join menu, can you switch between searching LAN sessions and Online sessions?
###### Once the game finds a session, does a button with the session name displays on the screen?
###### Once the game finds a session, Is a button with the session name displayed on the screen?
###### Does this button allows the player to join the host session?
@ -20,21 +20,21 @@
###### Inside the lobby, can players see each other driving around?
###### Does a message present either to “Wait for host to launch the game” and “Click start to launch the game” depending if you're the session host or a client?
###### Is a message present either stating to “Wait for host to launch the game” or to “Click start to launch the game” depending whether you are the session host or a client?
###### Is the loading screen present on both server and client when the START button is pressed by the host?
###### After the host clicks on the start button, do all players spawn on the race map?
###### Does the race starts after a countdown?
###### Does the race start after a countdown?
###### Does it appear, on the screen, a message indicating that the player wins or loses, when the players cross the finish line?
###### When the players cross the finish line, does a message appear on the screen indicating that the player wins or loses?
###### Is the player input disabled (player can not move) when the race finishes?
###### When the race finishes, is the player input disabled (player can not move)?
###### Is the Advanced Session plugin being used to create and search a session?
###### Do all widgets navigation are handled inside the GameInstance of the player?
###### Are all widgets navigation handled inside the GameInstance of the player?
###### Does the student used "Has Authority" to know if a custom event is called by the server or the client?
@ -42,6 +42,6 @@
###### When all players crossed the line, is a restart button available?
###### When crossing the finish line does the name of the winner displays on the screen?
###### When crossing the finish line does the name of the winner display on the screen?
###### Can the players join a session by inserting an IP?

20
subjects/vehiclephysics/README.md

@ -1,6 +1,6 @@
## Vehicle Physics
In this exercise you will learn to use the heritage system to create multiple blueprints from a single blueprint file. Also, you will learn to create the vehicle gameplay from scratch using blueprints. Remember to always wear a seat belt and don't text and drive.
In this exercise you will learn to use the heritage system to create multiple blueprints from a single blueprint file. Also, you will learn to create the vehicle gameplay from scratch using blueprints. Remember to always wear a seat belt and do not text and drive.
#### Objectives
@ -10,24 +10,26 @@ The point of this exercise is to create three cars and be able to enter and exit
The player starts the game by controlling a Third Person character and as soon he gets close to one of the doors of one the three cars present in the level, a message should appear saying to press 'E' to enter the car. As soon as the player presses 'E', the corresponding door of the corresponding car should open and the player should then control the vehicle. Once inside the vehicle the player can press 'E' again to exit the car. Once pressed, the left door of the vehicle should open and the player should appear next to the car.
As for the vehicle, these instructions will be the ones that you will have to take into consideration:
As for the vehicle, these are the expectations:
- create a blueprint named BaseCar, that will be the parent of all vehicles classes.
- BaseCar should be a fully functional and realistic vehicle, in other words, should accelerate, brake, have an handbrake, the back wheels should not turn, neither should the front wheels exceed a certain angle, etc.
- BaseCar should be a fully functional and realistic vehicle. In other words, it should accelerate, brake, have a handbrake, the back wheels should not turn, neither should the front wheels exceed a certain angle, etc.
- BaseCar should also have dynamic instance for the lights.
- The vehicle lights needs to simulate the real behavior of a real vehicle. When pressing the letter 'L' the front lights and the rear presence lights should turn on or off, when braking three braking lights (left, right and center) should turn on and the rear lights should turn on when reversing.
- The BaseCar blueprint should contain "Set Material" nodes to change the headlamp material in order to have the effect that the lights are turned on.
- The BaseCar blueprint should contain "Set Material" nodes to change the headlamp material in order to have the effect where the lights are turned on.
- use PhysicMaterials to simulate rain driving terrain.
- only one AnimationBlueprint can be used for this project.
- when inside the vehicle, if the 'C' key is pressed, the camera should change from third person view of the vehicle to the driver view inside the car.
- when in the camera of the driver, the player must be able to see the gears and the speed in the dashboard
There must be three models of cars on the map the character can choose from. All of them should be inherit the BaseCar class. These three models should be:
- when inside the vehicle, if the 'C' key is pressed, the camera should change from the third person view of the vehicle to the driver view inside the car.
- when in the camera of the driver, the player must be able to see the gears and the speedometer in the dashboard
There must be three models of cars on the map the character can choose from. All of them should inherit the BaseCar class. These three models should be:
- a Peugeot 3008 year 2018 car.
- an Audi A8 year 2011 car.
- a Tesla Model 3 car.
- The Mass, Acceleration, Number of gears, Max speed, Torque Curve, etc. needs to be really close of the selected vehicle. This [website](https://www.automobile-catalog.com) could help you find what youre looking for.
- The Mass, Acceleration, Number of gears, Max speed, Torque Curve, etc. needs to be really close of the selected vehicle. This [website](https://www.automobile-catalog.com) could help you find what you are looking for.
To create the map you should use the Landscape tool. Also add a track using spline roads.
@ -41,6 +43,6 @@ When finished, your project should look like the [“Expected Result” video](h
As bonus objectives you can:
- Create steam/flames particles going out from car exhaust.
- Create steam/flames particles going out from the car exhaust
- Animate the character entering and sitting in the car
- Add a button to open the doors while inside the car without exiting it

30
subjects/vehiclephysics/audit/README.md

@ -6,44 +6,42 @@
###### If you click 'E' next to the car door, does the door open and you start controlling the car?
###### Once inside the car, if you press 'E' again, does the character exits the car?
###### Once inside the car, if you press 'E' again, does the character exit the car?
###### After checking the three cars blueprints, did all of them inherit the "BaseCar" class?
###### Does the vehicle feels right to drive/reacts normally while driving it?
###### Do the rear wheels have steer angle of 0.0, in other words, do not turn?
###### Do the rear wheels have steer angle of 0.0, in other words, do they not turn?
- Did the Front wheels have a steer angle between 25 and 35?
###### Did the Front wheels have a steer angle between 25 and 35?
- Front wheels are not affected by handbrake?
###### Are the front wheels are not affected by handbrake?
- Is the "Suspension force offset" inside the "Vehicle Wheel" Blueprint between 5 and 15, to make the vehicle not lean too much when steering left and right?
###### Is the "Suspension force offset" inside the "Vehicle Wheel" Blueprint between 5 and 15, in order to make the vehicle not lean too much when steering left or right?
###### Are the car wheels not blurry while driving?
###### Does the car wheels never go through the floor?
###### Do the car wheels never go through the floor?
###### Do the front lights and rear presence lights turn on and off alternatively, when you press 'L'?
###### Do the front lights and rear presence lights turn on and off alternatively when you press 'L'?
###### Do the brakes turn on when you are driving and hit the brake key ('S' or down key presumably)?
###### Do the brakes lights turn on when you are driving and hit the brake key ('S' or down key presumably)?
###### Do the rear lights turn on only while you are reversing?
###### Does the car headlamp material is modified using the "Set Material" node inside the BaseCar Blueprint to replicate the light effect on the car?
###### Is the car headlamp material modified using the "Set Material" node inside the BaseCar Blueprint to replicate the light effect on the car?
###### While inside the car, press 'C' repeatedly.
###### While inside the car, press 'C' repeatedly. Did the camera switch between the third person camera on the car to the driver camera?
###### Did the camera switch between the third person camera on the car to the driver camera?
###### while on the driver camera, can you see the speedometer and the gear?
###### While on the driver camera, can you see the speedometer and the gear?
###### Does the map include a spline road?
#### Bonus
###### When hitting the throttle does steam/flames particles go out from car exhaust?
###### When hitting the throttle does steam/flames particles come out from car exhaust?
###### Is the character animated while entering car?
###### Is the character animated while entering the car?
###### Can you open the doors while inside the car without exiting?
###### Can you open the doors while inside the car without exiting it?

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