2025年9月15日星期一

Tech Art - Week04 - Intro to Blueprints

Dynamic Material Blueprint Actor

  Here is an Energy Ball. If your "G" on the keyboard is pressed, the ball will become turbulent. The Emission Effect is based on Fresnel. And for the Vertex Animation part, I used a noise that created in Substance Designer(Based On Perlin Noise) to make it.






A Blueprint which is activated by a trigger event

I built a door in my scene. If I get close to the door. It would open automatcially. If you leave this place, the door would also close automatcially.

In order to enhance its reusability and make adjustments easier, I didn’t implement it directly in the Level Blueprints like in class. Instead, I created it as a Blueprint Actor, so that I can conveniently call it across different levels.

Since my scene contains four doors, when implementing this effect, I first wrote a function in the Blueprint called Object Movement. Its core functionality is to use an input Timeline as a Curve (constraining its output to 0–1), and then apply a Lerp node to move the target from one position to another along the curve.

After implementing this method, all I need to do at the beginning of the level is record the initial positions of the door objects and set the offset values for different objects. The offset values are exposed as public parameters in the details panel, allowing for easy adjustment as needed.

As for the logic of the door-opening mechanism, it is implemented using a Boolean value to check whether the door is already open and whether the player has entered the designated trigger.







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