![]() Go to the Components panel and make sure you don’t have anything selected. They are also visible in the Viewport so you can see where your spawn point is. These components are perfect for defining locations because they only contain a Transform. To define the location of the spawn point, you can use a Scene component. Now, it’s time to create the spawn point Creating the Spawn Point This means a new tunnel should only spawn when the player reaches the end of a tunnel. This will place TriggerZone right at the end of the tunnel mesh. Next, set the Location property to (2532, 0, 0). Set the Box Extent property to (32, 500, 500). Go to the Details panel and locate the Shape section. The collision area is quite small at the moment. Add a Box Collision component and name it TriggerZone. Open BP_Tunnel and then go to the Components panel. Let’s start with creating the trigger zone. BP_TunnelSpawner will then use this point as the next spawn location. The second thing it will do is define a spawn point. By doing this, you can create the illusion of an endless tunnel. Once triggered, BP_Tunnel will tell BP_TunnelSpawner to spawn a new tunnel. To do that, you will create a trigger zone. ![]() The first is detecting when the game should spawn a new tunnel. Setting up the Tunnel BlueprintīP_Tunnel will be responsible for two things. In the next section, you will set up functionality for BP_Tunnel. Reset the Spawn Location of the SpawnTunnel node to (0, 0, 0).Īfterwards, click Compile and then go back to the main editor. Once you are done testing, go back to BP_TunnelSpawner. If you press Play, the game will spawn a tunnel above and away from the player. This will add an instance of it to the level. Left-click and drag BP_TunnelSpawner into the Viewport. Afterwards, press the Delete key to remove it from the level. Do this by left-clicking on BP_Tunnel in the World Outliner. Click Compile and then go back to the main editor.įirst, delete BP_Tunnel from the level. Now, when the game starts, it will spawn a tunnel up and away from the player. On the SpawnTunnel node, set Spawn Location to (2000, 0, 500). Add a SpawnTunnel node and connect it to the Event BeginPlay node. Switch to the Event Graph and locate the Event BeginPlay node. Let’s test it out! Testing the Tunnel Spawner Now, whenever you call the SpawnTunnel function, it will spawn an instance of BP_Tunnel at the provided location. Afterwards, link the Spawn Actor From Class node to the Entry node like so: To set the spawn location, right-click the Spawn Transform pin and select Split Struct Pin. Click the drop-down located to the right of the Class pin and select BP_Tunnel. To spawn a tunnel, add a Spawn Actor From Class node. Rename the input parameter to SpawnLocation and change its type to Vector. Click the + sign next to the Inputs section. Select the Entry node and then go to the Details panel. Make sure you are in the graph for the SpawnTunnel function. Let’s go ahead and create an input parameter. They will also appear as output pins on the Entry node of the function. These will appear as input pins when you call the function. To pass a location to the function, the function needs an input parameter. The purpose of this function will be to spawn a tunnel at a provided location. Go to the My Blueprint panel and create a new function named SpawnTunnel. Since the game will be spawning tunnels constantly, it’s a good idea to create a spawning function. Name it BP_TunnelSpawner and then open it. Create a new Blueprint Class with Actor as the parent class. Go to the Content Browser and make sure you are in the Blueprints folder. Instead of placing tunnels manually, you can create a Blueprint that spawns tunnels automatically. ![]() If you press Play, you will move through the tunnel. Since Sweep is enabled, the player will stop moving forward if anything blocks itĬlick Compile and then go back to the main editor.The AddActorWorldOffset will use the result to move the player along the X-axis.Every frame, the game will multiply ForwardSpeed and Delta Seconds to get a frame rate independent result.Right-click the Delta Location pin and select Split Struct Pin. Make sure the Delta Location pin of the AddActorWorldOffset node has no connections. Luckily, you can split a Vector into three Float components. For this game, the forward movement should only be along the X-axis. However, this will put the Float value into the X, Y and Z components of the Vector. If you try to connect the Float result to the Delta Location input, Unreal will automatically convert it to a Vector. Set Sweep to true by left-clicking its checkbox. To move the player, create an AddActorWorldOffset node. Next, you will use this result to move the player along a single axis. We cover it in the Frame Rate Independence section. Note: If you aren’t familiar with frame rate independence, please read our Blueprints tutorial. ![]()
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