3/27
Start your day with a Warm-up
Our very own OG (Owen G) has created a game and he is ready for initial TESTING!!!
Download Station Manager OG.exe from the pickup folder in the IGD Share Drive
Once you have coped it to your computer, open it!
After playing, write a respectful but honest review, his goal is to launch it on STEAM so quality feedback is needed. What do you like about the game? What can be improved on? Is there anything confusing that needs to be reworked? to know what I've done well, what could be improved on, what to keep doing, what I should remove or rework, etc.
"Space Station Manager is a 2D pixel-art retro-style space station management simulator where you get to build and manage your own space station. You can interact with the crew, conduct experiments, and repair broken items. It's still under heavy development, and in early alpha stages."
What are you learning?
Unreal Engine - The Big Team Project
Game is due April 25, 2025
Why is it important?
It's time to come together and create using the tools you have explored
How do you show that you understand? What is the assignment?
You and your team will create a game with a Beowulf Theme
How you do this is up to you, your technical ability and your imagination
Game Requirements
15 Full Minutes of gameplay - 15 Points
10 original 3D assets (they must be 100 percent original and not based on someone else's work).
Your 3D assets must be as realistic as your talent allows and must include color
Your game must have a purpose or goal (meaning you are not just walking around).
If you complete your assets or the game early, create more.
You will not be done with your game until the deadline.
Points
Each day during this assignment, you will earn a participation point
You are expected to be working on your project with your team during this time. If you are on your phone, watching videos or otherwise not working on your project you will lose your point for the day.
Participation - 25 Points
15 Minutes of Gameplay - 15 Points
10 original 3D Assets - 5 Points
Total 45 Points
Open up content drawer
Open Content Folder
Open Up your UI Folder UI
Open up your UI Folder
Right Click
Go to User Interface
Select Widget Blueprint
Choose User Widget
Name it WB_MainMenu
MainMenu or whatever you want then open up your blueprint
Once you have opened your BluePrint
Search for Canvas Panel
Drag it into Main Menu
In your Palette
Search for Vertical Box
Drag it into Canvas Panel
Select your Vertical Box in the Hierarchy
Increase the size of your vertical box
Select Anchors
Choose Center anchor
In your Palette
Search for Button
Drag three instances of the button into the vertical box in your hierarchy
Select each button and change the bottom padding to 100
Padding puts space between the buttons just like HTML
In your Palette
Search for Text
Drag the text directly on to your button
Do this for each Button
Change the text in your buttons by changing the Text Content in your details panel
Use the appearance tab in your Details Panel to style the text as you wish
Return to your first person map
Click File
Click New Level
Click Empty Level
Click Create
Save your level in your content folder
When you start the game in this level, it adds a player which we do NOT want
All we want is the menu to open
In order to do this, we need to add a blueprint to our UI Folder
Open your content drawer
Make sure your UI Folder is open
Right Click
Add Blueprint Class
Game Mode Base
Name it BP_MenuGameMode
Go to World Settings (Top Right)
Drag your MenuGameMode Blueprint Class into GameMode Override
Open the Level Blueprint
From the Event BeginPlay, pull out a Create Widget Node
In Class, chose MainMenu
From your Widget, pull out Add to Viewport from your Return Value
When you play the level, your menu should now appear
Open your Main Menu Widget Blueprint
Click your Start Button
In the details panel find On Clicked under Events
Click On Clicked
Pull out from the exec on On Clicked and select Open Level (by name)
Add the name of your Level Map (You can find it in your Content Drawer in the maps folder)
Click on Designer (top right) to get back to your Main Menu Widget
Chose your Quit Button
Find On Clicked again in your Details Panel
Click On Clicked
Pull out from the On Clicked Exec and add Quit Game
Now we are going to add a background to the start menu
Open your Content Drawer
Open your UI Folder
Add an image to the folder
Select your image in the folder
Right Click on the image
Select Sprite Actions
Select Apply Paper2D Texture Settings
Open Up your main Menu and select designer
In the pallet search for Image
Drag it in your menu
Select your image and in the details panel open up anchors
Choose the full screen anchor on the bottom right
Under Anchors, make all your offsets 0
In the details panel
Locate Brush
Expand the Brush Panel
Select None
Choose your image (idea resolution is 1920 x 1080)
In the details panel
Change the Z Order to -1 so that it sends the image behind the buttons
Now let's fix the mouse functionality when you start the game
Go back to your event graph for the main menu
Find event Construct
Right Click and add Get Player Controller
Drag out a new node from the Blue Return Value of the Get Player Controller
Add Set Show Mouse Cursor
Check the Show Mouse cursor Box in the Set Show Mouse Cursor Node
Connect the Exec from Event Construct to the input Exec of the Set Show Mouse Cursor
What we are doing is making the mouse cursor appear in the game
Pull out another node from the blue Return Value of your Get Player Control
Add Set Input Mode UI Only
Connect the output Exec of your Set Show Mouse Cursor Node to the Input exec of the Set Input Mode UI Only
Now we will make the Mouse disappear when we start the game
Copy your Get Player Controller Node and Set Show Mouse Cursor Nodes and paste them by your On Clicked Node
Connect the Open Level (by Name) exec Node to the input Exec of the Set Show Mouse Cursor that you just pasted
Uncheck the Show Mouse Cursor Box so the mouse is hidden
From your Return Value of the Get Player Controller, pull out a new Set Input Game Mode Only node
Connect the Set Show Mouse Cursor
Now when your game is at the start menu, the cursor will remain and when you start the game, the cursor will disappear
Now let's build the options menu
Open up your UI Folder
Right Click
Go to User Interface
Select Widget Blueprint
Choose User Widget
Name it Options or WB_Options or whatever you wish to call it then open your blueprint
Once you have opened your BluePrint
Search for Canvas Panel in the pallet
Drag it into Main Menu
From your palette search, add a text
Add it to the canvas
Change the Text to Resolution
Move the text where you want it to be in the options menu
Grab the corner of the Flower Looking Anchors and place them around your text
This is so that if you change the resolution, the text stays in the same position.
Add a horizontal box from the palette search and drag it in the panel
Make your Horizontal Box Larger and add the anchors
In the Palette Search, find button and drag it in your horizontal box (you can name the button if you wish to be more organized
In the palette search, find text and drag it in your button in the hierarchy then change the test to 720p
Use the Details Panel to modify the text to your liking
In your hierarchy panel, duplicate your button by right clicking and select duplicate three time then change the text in buttons to 1080p, 2K and 4K
Select your 1080p button and add 100 to the left padding
Do the same for the 2k and 4k to add some spacing
Move your horizontal box to fit your resolution buttons and move your anchors
Duplicate your Resolution Text, change the name to Texture and set the anchors
Duplicate the Horizontal Box, Delete 4k and change the names of the buttons to Low, Med and High
Once you have created all the buttons, duplicate your horizontal box again, remove all but one button, set the anchors and change the text to Back.
In your Hierarchy, give a name to all your buttons if you have not already done so
Switch from Designer Mode to Graph Mode
Select your High Button from the top left of your My Blueprint
Select On Click in the events panel
From the On Clicked Exec Node, pull out and add set game settings
From the Return Value of Get Game User Settings, pull out set texture quality
Set the value in Set Texture Quality to 2 (high)
From the Return Value of the Get Game User Settings, pull out and add Apply Settings
Connect the output Exec from the Set Texture Settings Node to the input exec of the Apply Settings Node
Remove the Check for Command Line Overrides Box in the Apply Settings Node
Repeat these steps for Your Medium and Low Buttons
Make sure you change the values of the Set Texture Quality
Select all your texture nodes and create a comment by pressing C
Go back to your Main Menu in designer mode
Click on the options button
Click on the On Clicked Event in the Details Panel
When you click the On Clicked, it will add an On Clicked Node in the Event Graph
From the exec, pull out and add a Create Widget
In Class, select the Options Widget Blueprint that you created
From your Return Value of the Widget, right click and select Promote to Variable
Name the variable OptionsWidget
From the output of the OptionsWidget, pull out and add a Add to Viewport Node
Compile and save
Go back to your WB_Options in Designer Mode
Select your Back Button
Click the + On Clicked
In Graph Mode from your On Clicked Exec, pull out a Open Level Node
Add the Level Name of your Start
Compile and Save
Test your Menu
In design Mode of your WB_Options, select your 720p button and add On Clicked from the Details Panel under Events
From the exec of the On Clicked Node, pull out and add Get Game user Settings
From the get Game User Settings Node, pull out Set Screen Resolution from the return Value
Pull out the Resolution from the Set Screen Resolution and add a Make IntPoint Node
Set the resolution to X = 1280 Y = 720
From the Get Game User Settings Node, pull out Return Value and add Apply Resolution Settings Node
Connect the Exec output from Set Screen Resolution to the Input Exec of the Apply Resolution Settings Node
Repeat this process for 1080p, 2k and 4k
1280×720 (HD), 1920×1080 (Full HD), 2560x1440 (2k), 3840×2160 (4K UHD)
Select them all and create a comment
Open your game Level
Open your level blueprint
Change Open Level to your Start Level
Compile, save and test
That's a wrap