Gameplay Features Gallery
Gear Shift!
Used Blueprint in Unreal Engine 4 to create the following code. Below are some examples.
Explosion Emitter
Context
Designed to create explosive effects when a vehicle collides with another player.Highlight
The system uses theSpawn Emitter at Location
node to trigger sparks effects.
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The Blueprint snippet above shows the logic for spawning the effect, which activates immediately after the vehicle object is cast.Input
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A system that makes sure when the player presses a button on the controller, a specific action follows.Highlight
Gamepad Face Button Left
triggers firing the primary mini gun weapon. Because it fires continuously while the button is held, a Set Timer by Function Name
node controls the rate using its Time
property.
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The Blueprint snippet above illustrates the firing process.Bullets
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A component was added to see if an opponent stands directly in front of the player’s mini gun to determine if the attack connects.Highlight
TheGetWorldLocation
node identifies the player’s position in the environment, while Get Forward Vector
defines the direction the invisible beam will project.
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The Blueprint snippet above reveals a small segment of the process before using a line renderer.Spawn Actor
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Used to make a rocket appear in the game when launched from a vehicle’s weapon system.Highlight
After calculating the player's location and aiming direction, aGet Forward Vector
node is multiplied to position the rocket just ahead of the launcher. This ensures it does not collide with the vehicle that fired it.
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The Blueprint snippet above shows how theSpawnActor’s Spawn Transform
is set using data from a Make Transform
node.
Subtracting Health
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Code was implemented to reduce an opponent’s health when they are struck by a projectile.Highlight
When a vehicle is hit by gunfire, aSet
node value is subtracted from its current hit points to reflect the damage received.