UNREAL ENGINE BLUEPRINT NOTES

Understanding Blueprint Notes

N1

GAMEMODE     

Game Mode acts as the manager for the core game logic, ensuring that everything related to the game’s mechanics and player control operates smoothly. It’s typically used to set the overall behavior of a game level
  
N2

PLAYERCONTROLLER    

The Player Controller is responsible for handling player input (keyboard, mouse, gamepad, etc.) and converting it into actions within the game world. It acts as the bridge between the player and their character or pawn. 
  
N3

CAMERA PAWN    

In scenarios like an RTS game or a free-camera system, the Camera Pawn handles how the camera navigates through the world and responds to player inputs (like edge scrolling or using WASD for movement).
  

BEGINPLAY    

Event BeginPlay is usually represented as a node in the Blueprint graph. You can connect this node to other actions, like setting variables or triggering functions, so those actions happen as soon as the game begins.  

CUSTOM EVENT    

Custom Events in Unreal Engine allow you to create and manage your own events, making your Blueprint logic more organized, reusable, and easier to maintain. They’re perfect for handling specific game functionality, from triggering animations to handling complex behaviors across different objects or conditions.  

GET CONTROLLED PAWN    

Get Controlled Pawn is a function that allows you to retrieve the Pawn that is currently being controlled by a specific Player Controller. This is useful when you want to access or manipulate the Pawn (such as a character or vehicle) that a player is controlling.   

GET CONTROL ROTATION    

Get Control Rotation is a function that retrieves the current rotation of the Player Controller’s control (usually the camera’s view or direction). It is commonly used to determine which way the player or camera is facing, allowing for actions like movement or shooting to be aligned with the player’s view.   

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