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Start your day with a Warm-up


Unreality vs Expectation

So we are fairly deep into Unreal Engine at this point, congrats!


Tell me what you thought Unreal Engine would be like compared to what it is really like. Do you love it? Do you loathe it? Is there anything that just clicked in your brain, the aha moment? Will you continue to mess with UE after this class? What have you found interesting? What have you found tiresome? Talk about it.


half page 


TO EXPORT LEVELS BETWEEN GAMES 

STEP 0: Insert an external drive it literally will not work w/o it (i promise)

STEP 1: Open your content browser!

STEP 2: Right Click Your Level

STEP 3: Open "ASSET ACTIONS"

STEP 4: Hit MIGRATE

STEP 5: Check all the levels/assets you want added into a new game

STEP 6: Find the content folder in your second game

STEP 7: Click that content folder

STEP 8: Re-open your game and it should be there

STEP 9: If its not then its probably asking you to import the changes in the bottom right

STEP 10: If its not yelling at you try again or cry


[another note i dont know why unreal freezes when it does but maybe people just have computer that crash]


Brought to you by Marbles



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




Beowulf Final Project Teams

AM Teams


Team JJ MaK

James, Michael, Jett, Kalvey


Team Hanasaca

Haven, Nadine, Salli, Casselina


Team NoJuKh

Noah, Julien, Khan


Team EMiKa

Emily, Milla, Kaleb


Team JaFiLeTe

Jack, Terom Finn, Leo


Team ToCoDe

Toleen, Corbin, Devin




PM Teams

Team LAOA

Loghan, Angel, Owen, Abby


Team MIA

Marcy, Archer, Isaac


Team HAJ

Aaliyah, Hailey, Josh


Team WebEmIsAn

Weber, Emylida, Angel, Isabel


Team DaSLo

Daxton, Logan, Sky


Team VictorLee

Victoria Leeanna



Icons above left to right

Kismet library member

Widget event

Callable function

Damage system event

Pure function

Macro

Asynchronous function 


We will be using a blue callable function in this lesson


Select the platform

In Outliner

Select the floor

Click Convert to Blueprint

Make it a sub Class Floor Blueprint

In the Floor_Blueprint

Go to event graph

Add event hit

From other pull out cast to BP ThirdPersonCharacter

As BP ThirdPerson pull out apply damage

Base damage 999

Compile Save Test

That's it for today 

Time to fix the enemy healthbar

Open up WB_EnemyHealthBar

Select Graph

So what is happening here is that it is getting the health of the first enemy only

We will do the same thing but use the event tick to accomplish this

Open up your Enemy BP event graph

Find where you added your event tick and drag out your health widget

So let's delete all the stuff we added in the Enemy Health Bar Widget (The Get Percent will stay there, no worries)

In the designer Space of the widget

Change the name of ProgressBar_0 to Health

Make sure Is Variable is checked

Remove the binding of the percentage

Open up your enemy BP event graph

Find your event tick

drag in the health widget

From the health widget node, pull out Get Widget

From the output of Get Widget, pull out Cast to WB_EnemyHealthBar

Connect the output of your Set World Rotation to the Cast to WB_EnemyHealthBar

From the As WB_EnemyHealthBar output in Cast to WB_EnemyHealthBar, pull out a Get Health Node

From the output, create a set percent node

Pull out a a GET health variable.

From the health, we want to divide so pull out a divide and add 50 or whatever you set your health variable

Connect the output on the divide to the percent input

Let's nice up the shooting mechanic a little bit

Open BP_ThirdPersonCharacter

Look up YAW in the Details Panel

Check Use Controller Rotation Yaw

Compile, Save, test

Find the shooting system in the third person character BP

From SpawnActorBP Bullet

Pull out Set Use Controller Rotation Yaw

Once you create the node, check the box Use Controller Rotation Yaw

Pull out Delay Until Next Tick

Pull out Set Use Controller Rotation Yaw

Uncheck it

Compile, Save and Test

We can now shoot with more precision

Add an ending to the game in your level

find the farthest point your player can get to

Click the + 

search for trigger volume 

Move the trigger volume cube to where you want the ending of your game to happen

Size it

With your trigger volume selected in the details panel

Open your Level Blueprint

In your level blueprint

right click and select dropdown for Add Event for Trigger Volume

select the collision dropdown

Select Add On Actor Begin Overlap

From other actor

Pull out Cast to BP_ThirdPersonCharacter Node

Open up your UI folder

Right Click

Create a widget blueprint

User Widget

Name it WB_Victory 

Open up the widget

Add a Canvas Panel

Add an image to the panel

Click the Anchors drop down and select the full size screen

Set all your anchor points to 0

Set the color to Black

This is the image that the game will fade into

Name the image FadeScreen 

Click Window

Select Animations

The Animations Panel will open up

Click the +

Name the animation Fade

Click the + in track

Hover over All named Widgets

Select FadeScreen

Click on the color and opacity

change the alpha to 0.0

click ok

click add keyframe

Your animation will start the image as see through (that's the alpha channel)

Scrub to one second

Set the alpha to 1.0

Add keyframe

Compile, Save, Test by pressing play button

Add text

Change the text to You Win 

Mess with the appearance to make it how you like

Add the anchors

Add another Animation just like the fade to black

Compile and save

Back to BP_Thirdpersoncharacter

Copy end paste everything after Add Mapping Context

Open your level blueprint

paste the nodes

Switch the class to WB_Victory in the widget

connect to the input of Cast to BP_ThirdPersonCharacter

Open the Event Graph in the WB_Victory widget

Delete everything but Event Construct (this is like the begin on play)

Drag in your Fade Animation

From the Fade node pull out play animation

Connect to the Event Construct Node

Copy and paste the Play Animation

Drag in your WinFade

Connect to the input In Animation 

Connect the two play animation nodes (white) 

Compile and save

Switch to designer mode

Select your FadeScreen and set your color alpha to 0 so that it the default is clear

Do the same for the Text

Compile and save

Test

restarting the game

Back to Level event graph

From the add to Viewport node, pull out a delay

make the delay 3 seconds

pull out an open level (by name) node

add the name of your level

Create a sounds folder

Find some wav sounds and add them to the sounds folder

They must be wav files

Open your Shotgun animation file

Open the Jog_Fwd_Rifle animation

Pause the animation and use the scrubber to find where the character is about to touch the ground

Right Click

Add Notify

Play a sound

Select the Play Sound

Select your audio

Copy and paste each footstep in the proper frame

Test 

Go to BP ThirdpersonCharacter

In the shooting system after the final set, pull out Spawn Sound at Location

Location will be Get Actor Location

Select your shot sound

Let's get rid of the enemy health bar after you have eliminated the enemy

In your Enemy Blueprint Health System

Pull out Destroy Component (Health Widget