Beginning Development
Setup
As is the case case with almost all projects I began by implementing a movement system for my player character along with any actions I wanted them to have such as Sprint & Interact.
This also included simply creating additional empty blueprints for the other objects/actors I was going to need later and then adding a visual element so they could be more easily distinguished from each other inside the Unreal Engine editor.
I got these visual elements by creating a blueprint within my projects content folder that wouldn't be instanced in any of my levels but what I would use as a space to create simple blocky 3D meshes from.
This stopped me from leaving the Engine Editor to find/make assets and sped up my development process as once I had a Static Mesh asset that acted as a placeholder I could move forward on coding the functions I needed for these actors or placing them down within the test level. While it makes my project look very simplistic and primitive (not to mention boring) it does allow for both the demonstration of the code I have learned, developed and bug fixed as a allowing playtesting at an early stage since the meshes would look just different enough that play testers could differentiate between the individual actors I had placed down.
Collectable Actors
BlueprintUE.com - Collectable Blueprint Graph Viewer


Comments
Post a Comment