A yellow line will appear showing the path the platform will follow. Translate your platform vertically to its final position. Press Enter to create your ending keyframe.ġ3. Click on the vertical black bar below your first keyframe and drag it to the right, to a time of approximately 1.ġ1. Your platform is already in its starting location, so you do not have to edit this first keyframe.ġ0. There is already a red triangle to indicate the first keyframe. Click on the Timeline and drag left to move the timeline to the left of the green timeline block. A Movement track will appear below your LiftGroup group.ĩ. Right-click on LiftGroup and select Add New Movement Track. Right-click on LiftGroup, then select Actors > Add Selected Actors in the right-click menu.Ĩ. Switch to the Level Editor, and select your LiftPlatform.ħ. Type LiftGroup in the New Group Name dialog.Ħ. Select Add New Empty Group in the right-click menu.ĥ. Right-click in the Group/Track List of the Timeline Pane.Ĥ. Click Continue on the Matinee Undo Warning that appears.ģ. Click on the Matinee button in the Level Editor Toolbar and select LiftMatinee in the menu that appears.Ģ. You are going to use this MatineeActor to move the lift platform to its final position.ġ. In the Details pane for your new MatineeActor, rename it to "LiftMatinee". Drag and drop a MatineeActor into the level.ĩ. Using the Window menu in the Level Editor, open the Class Viewer.Ĩ. This will attach the TriggerBox to the LiftPlatform, so that when the Level Blueprint moves the LiftPlatform, the TriggerBox will move as well.Ħ. In the Scene Outliner pane, drag and drop the TriggerBox entry onto the LiftPlatform entry, so that it becomes nested below it. Lights, TriggerVolumes, StaticMeshes, and Cameras are all examples of Actors.ĥ. Align it over your LiftPlatform, and resize it so that it is the same size as the platform in the X and Y directions.Īn Actor is an object that can be placed or spawned in the level. Right-click in the level, and then select Add Actor > Trigger > Trigger (Box) to place a Trigger (Box) in your level. This will allow your MatineeActor to move the platform.Ĥ. Also in the Details pane, change the Mobility of the StaticMesh to Moveable. In the Details pane for your StaticMesh, rename it to "LiftPlatform".ģ. You can resize the platform to make it a good size to stand on.Ģ. Drag this StaticMesh into the level, and place it on the ground somewhere next to the platform your character needs to reach. From either the Content Browser or the Tools pane, select the StaticMesh Shape_Cube. Therefore, our first step is to put some objects into our level.ġ. Anything currently in a level can be referenced by a Level Blueprint. We are beginning with the Level Blueprint for this game. The platform and sphere do not need to be present for this example to work - they just help to provide context for the lift platform's placement. Class Blueprints would be ideal for adding in-game functionality to objects like this sphere. Just to provide a visible objective for the character to reach, a StaticMesh platform has been added above the character's head, with an additional StaticMesh sphere to represent some object the character wants to pick up. You can open the existing Blueprints in the game to see how those work. This template contains a camera, a character, and some basic gameplay setup, all in Blueprint format. Like the Spotlight Off Switch and Spotlight Toggle Switch Level Blueprint examples, this example begins with the template Blueprint Third Person. Lifts and moving platforms can be an integral part of moving your character through a level, and by combining Matinee and Blueprints, it is simple to construct them. (Redirected from Blueprint Lift (Tutorial)) Blueprint Lift Tutorial - Epic Wiki # Blueprint Lift Tutorial
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |