Learning Unreal Blueprints for VR II

 

The second project for Udacity’s Unreal program was called “Hide in Seek”. Building upon the foundations taught in “Kitchen CleanUp”, the game required more complex blueprint coding. The premise was to initiate the game, hide an object around the apartment, and have the user utilize locomotion to move from point A to point B to “destroy” the object. Each destroyed object would gain the player a point. I decided I would create a can and a trash bin (both designed in 3dsMax) for the game so the user would effectively be “recycling cans” to gain points. Again, my job was to:

  1.  Create a player pawn with a controller that had the ability to interact with the can (using blueprint interfaces)
  2.  Spawn a can at a different location every time the user found and recycled the previous can (randomly spawned at target points, as used previously in KCU)
  3.  Create a recycling bin that would read if a plate was in it and destroy it (and once destroyed, a new can would need to be spawned)
  4. Develop a timer and score system that the player could see, a method to start and end the game (event dispatchers) and a start menu (interface widgets)
  5. Lastly, but most importantly, create a locomotion method that would move the user around the apartment. Here is the method I used- a line trace to draw a cylinder to identify a location where the player could move:

LineTrace.PNG

Here’s a preview (another grainy GIF rather than video):

KCU.gif

Main menu created in Photoshop + Illustrator:

HideAndSeek-01.png

Can UV texture created in Photoshop + Illustrator:

Can_texture.jpg

Low-poly can:

LowPolyCan.PNG

Low-poly recycling bin (a basic blue texture was later added in Unreal):

LowPolyBin.PNG

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