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Unreal Engine 4 Tutorial Creating a simple conveyor volume (similar to a conveyor belt)
Hi there! Welcome to another video tutorial of Epic Games.
In this tutorial, we will create a conveyor belt system, you can see here.
We will carry the device to the other side of the box.
Some've had the edge tteoleojigin
In this tutorial, we will be focusing on the conveyor system itself.
Very simple: Once you have created will notify you if it generates a level how these boxes as a bonus.
But I want to start.
I got rid of all because there is no need to stop the simulation ones in the scene.
In the first place because it will make
Create a folder in the Content Browser in order to clean up well.
Right click and select New Folder.
Write your name as MyConveyor.
Open the folder, create a new blueprint in.
Right-click an empty place, and
Select the blueprint class.
Parents in the class selection window
Select an object is placed in the scene Actor.
Write your name as MyConveyorVolume.
Double-click to open it in the blueprint editor.
This requires a very simple two components.
Box Collision components are required. Like this
You also need Arrow components.
Arrow Components are the informing function if the conveyor belt go in either direction.
The name does not have to bother to change in well-run.
It writes do not care.
Will be the one setting for Gxary tray.
Let me show you why,
Compile and
Go to the scene.
When you drag a blueprint for the World,
Greater'd definitely get the conveyor belt?
Increasing the size,
Arrow will also increase together.
But really, no. I do not want to write that increase comes the hanteneun annoyed pushed
Therefore, I somehow how to increase the size of the box
Arrow always hope to maintain the same size.
I want one
First, drag the Arrow component in the graph on the construction script.
To be able to adjust this component, drag and drop the pins of Arrow
Will lead to Set Relative Scale 3D node.
Helps connect. The jijyo wonder how you would change the size
Take approaching the scale of the actors (get actors inputs)
(Get Actor Scale 3D node creation) Changing the actor the size of the view port
To bring the scale
Right-click an empty place, and
(/) To enter and select the Vector / Vector nodes.
Connect the return value of the Get Actor Scale 3D node to a second input pins,
Manually 1,1,1 called Type value of the first pin.
Connect the return value to the New Scale 3D
Compile and view it in the viewport.
The red arrow remains the same size.
When you adjust the size of the box just malyijyo
I fully useful, and to this setting.
Crosses in the event graph
This is where all the magic happen the same thing.
That's where the conveyor belt to return
All will be based on the Tick event.
Give a warning sleep Tick event should be used with caution.
'Cause every game to be run every frame
Therefore, you can not connect to anything here. Return can ppakssel.
What's more you keep out
Here, right-click on an empty space
Uh, do this
Within Blueprint tab, click the Box component
Right click on the graph still selected this place empty.
Enter the overlap.
You Get Overlapping Actors (Box) nodes.
This node returns an array containing all of the actors within that space.
That is fairly easy
Drag the pin
Is due because it returns an array,
We will say that a list of all the actors in the still room.
This will lead to a ForEach Loop nodes.
This node runs the Loop Body for all elements of the array (list) input.
Connect pin to bring the execution order from the Tick.
So, the question is what do you want to change to.
Each element of the list
Drives the movement by a predetermined distance from the scene. (Create an Add Actor World Offset node).
Geotyijiyo name literally pushing the actors in a particular direction
Connect pin drop the execution order in Loop Body.
So, the issue is whether to put a value to Delta Location.
How much wheat malyijyo whether this actor
Since the calculation on the basis of the Tick
Time is also a factor to consider. (Period of Tick is not fixed)
If for any reason the game is slow or
(Tick the lowered rate of call) will be the actor is moving less.
To handle this.
In the Tick event to bring the Delta Seconds
Any value will be multiplied.
(*) Press the key to select the Float * Float.
By multiplying the number here
Right-click on the pins,
Choose Promote to give written as a variable and Speed.
Since this value is multiplied by the Delta Seconds
The name say how much time passes between whether literally frame
Multiply this number as
You can get how much moving second.
(Delta Seconds being used for real-time)
This setup was
Knowing that your body how to move
You'll have to convert it to a vector that has a direction.
Right click and
Enter the get actor ro and select Get Actor Rotation.
This node refers to the rotator conveyor boxes made in view of the port.
The pull pin
Enter the get forward and help lead the Get Forward Vector nodes.
As the name implies, so found the front direction vector from the rotation of the conveyor box (red arrow)
This vector will be the product with the float. (*) Input and Vector * Float selection
Use the Delta Seconds rate multiplied by the calculated value.
Enter the return value to Delta Location.
In principle, where a is a complete.
Finally, compile, and is to enter the appropriate default for Speed.
In this case, type 200.
Compile and save.
Make sure you put the conveyor box on the floor.
The default setting will not be able to see in the game
I'll fix it, you soon.
Return to the Blue Print
Select the Box component, and
Temporarily uncheck Hidden in Game.
This is located under the Rendering category.
This means that you can see the box in the game.
So, you play.
The play ... I'm sure I was selected to play in the simulation, the selection window.
You can see that slipped rises above the conveyor.
You can also view ditch enclosures attached to the conveyor belt. Weighed up
Is advanced to continue.
In this about, and if you want to look like a conveyor belt,
Flowing textures (belt), you can create a mesh with.
But in the end, it worked fine.
Similarly it would help with learning,
Wait a minute, let's create a very simple scene.
That's how things work in order to view,
The box was rotated 180 degrees
We will be located very close to the stairs.
... Keeping a character can be accessed
And in the mode
Took the Cube
Writes to the model to fit the shape of the conveyor belt.
Grow it makes about the same size.
You do not have to match perfectly.
The upper part of the conveyor volume up must come out a little more Cube mesh.
Transparent objects is recommended if you have difficulty selecting or adding components such as Billboard.
The size allows you to grow it falls a little edge to move the object in.
And you'll see a little bit of position above the box below.
Then, import the new Cube
We can do this by raising the air test.
The new Cube selected,
Check the Simulate Physics and
Scroll down looking for the Collision
So checked the Generate Overlap Events.
Then, when the simulation
Go slid falling onto a conveyor.
Good return.
Then,
Even after falling must ensure pressed.
Seemed to see, are sticking out past the end of the conveyor volumes. View by no good
Then stop the simulation
Sintonghan select the entire conveyor belt.
Volume and select all of the meshes and lofted into the air.
Getneyo need to adjust a bit the size of the volume
Little big yo
And again when simulation
Perfect.
And decreases in the corner.
All right. Works fine.
So ... I would so like other settings gonna
Let me briefly make a random box to create a system
Is not this essential information, we will make faster.
Create a new blueprint class, select the actor type.
Write the name that ConveyorBox.
Double click here to add it to open a blueprint editor
To do this, the Cube.
In the event graph
Sorry. I will not go to the event graph construction script
Drag the Cube
This creates a Set Relative Scale 3D node.
Right-click on the New Scale 3D pin
Select the split pin structure.
X, Y, and each can enter values ​​in Z.
Drag the X pin
This creates a Random Float In Range node.
Enter the 1.3 to 0.3 Max to Min.
Control c Control v Create two copies to two times.
Y and Z lets you connect to.
This setting is done! Until now, to create a box that I did the blueprint,
Horses always be created in random sizes.
So, just give it to compile
Seemed to see, this move
There will be a random size. Always What changes (construction script)
The size does not change when the object moves in the game.
Hers is determined only when the object is created, (running at the time of creation within the game)
So, finally made it just before a blueprint generator.
Right-click and create a new blueprint class
Select the Actor type and writes the name says BoxSpawner.
Double-click to open
Add the Billboard components.
Has the capability to display a visual blueprint that is inserted in any location in the scene.
Other capability. (Not visible during gameplay)
Go to the event graph
Let a few settings.
We will use the Begin Play events and custom events.
Right click and select Add a custom event where empty ....
Write SpawnBox said.
This allows for custom events run SpawnActor from Class node.
So malyijyo
Click the Class lets you select ConveyorBox you just created.
There need to enter a transform
Right click on a pin to press the pin structure splitting.
You see this is a component of the transform Location, Rotation, Scale.
Location worry about where it is.
Therefore, right-click and
Get Actor Location makes the node.
And connects.
This section is meant sikindaneun create a ConveyorBox at the location of the BoxSpawner.
Rotation is a little Gxary. Drag the pin
Random Rotator node will inherit.
Roll also helps to randomly check out.
And this place, you need to call this custom event.
You will be called using the timer.
Drag the pin at the Begin Play
Will lead the Set Timer node.
Please enter a SpawnBox will run a custom event name.
We just created a custom event that calls hers
What do call each? Set to 0.5 seconds.
And causes repeated check Loop.
Therefore, the box is created every 0.5 seconds while the game is being played.
Compile, save and go back to the map
BoxSpawner import a map put up in the air
And simulated.
So blah and blurred heoheo ㅋㅋ
Simulate Physics option off will not happen anything in the box.
Come on, let's fix it. Open the just created ConveyorBox Blueprint
Select the component you just added to the Cube
Be sure to check the Simulate Physics.
Obviously not overhear physical operations ㅋㅋ's bad
And again, if the simulation,
And, thank you. Falling laid on the conveyor belt
Hard to go all the way.
And falls.
That's it really.
Here, I probably act to open the ConveyorBox Blueprint
Open the Class Defaults
Initial Life Span and will be set to 10 seconds.
Thus is born the box disappears after 10 seconds scene
Will ensure full charge.
Up to 8 concludes this section.
Looked learn about several different topics,
Conveyor Belt saw the way to the same effect,
Flowing textures can be put on the mesh look like a conveyor belt.
You will be sure to equalize the flow velocity and flow rate texture thing. It will be easier.
By using a timer of the blueprint also seen how to create an object in the game repeatedly.
This section concludes by 8
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