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UE4 official AEC blueprint case course learning notes
2022-07-27 23:53:00 【Lang Ji Zhang Wei】
Official website :https://learn.unrealengine.com/course/2938064?r=False&ts=637944176479533337
B Website address :https://www.bilibili.com/video/BV1E7411p7a3?p=1&vd_source=707ec8983cc32e6e065d5496a7f79ee6
Tutorial introduction
- The tutorial focuses on blueprints , Made Trigger Triggered automatic door , Ray triggered lamp , In edit mode, it automatically adsorbs the ceiling light and the chair with proximity prompt and can change materials
- The tutorial is relatively simple , Beginners suggest starting to learn , Appreciate the charm of the blueprint
Make automatic door
- UE in , Generally, an interactive object will be encapsulated into a blueprint class , All models are included 、 Actions and external interfaces . Implement a very clear concept of classes .
- Blueprint class Actor, Analogy to Unity Of GameObject; Generally, interactive objects will be established Actor
- Build a BP_AutoDoor

- Add a Box Collison, In this way, it can be used in the blueprint class ActorBeginOverlap and ActorEndOverlap event ( Here, events are a little automatically bound )
Be careful :Box As big as possible , Keep the moving door from leaving Box The scope of the , Otherwise, when the moving door opens , Except for the characters who leave Bug
- TimeLine Is a function that returns a set value over time . Here, curve animation is provided for opening the door . combination Box The entry and exit of the collision body , Realize the corresponding actions of forward and backward broadcasting .
- TimeLine What is offered is 2 second ,0-1 A curve change of , Back combination Lerp Of Alpha value , from A It's worth it B Change in value , These are conventional usage .
- In the case , Get the position of the door , Used Get Relative Transform, Use Get Relative Location It's the same .
Ray triggered lamp
- UE in , On the character 、GameMode Inside ,Level Blueprints It will write some public code , as well as Input Some action keywords will be set in ; In this case , On the character , You need to write the code to trigger the light switch .
- The objects involved here are :
(1) role : The mouse click , Emit detection rays , And detect the object type , Is the object of compliance , Then send the interface action command to this object Light Switch
(2) switch : Set up Light Switch Interface , And all the lights Switched Interface command
(3) The light : Set up Switched Pick up , And according to FlipFlop(AB Rotation ), Set the light intensity - Ray logic : Set up Start And End Ray distance of , There is contact with objects , Determine the type of object , The category is correct , Then send the interface command .
Object encapsulation action , Open interface
Automatically adsorb the ceiling
- Construction Is running in the editor , It realizes the function of simply adsorbing the ceiling ; If adsorbed on the ground , Press only PageDown that will do
Chairs with different materials
- Combined with the above case , Not hard to solve
- Prompt text triggered by collision body
- use SetMaterial Set the preset material
Blueprints , You can drag the model or another blueprint in the main window , To this blueprint class ; Not necessarily Add Component Button
summary :UE comparison Unity, Have a very rigorous packaging concept ; so , It is suggested to put a model Mesh、 Blueprint class 、 texture of material 、 Mapping ( If there is no reuse ) It can be put together , It is more conducive to project migration .
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