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UE5 - Game Logic Foundations

InGame: Final results, making full use of Lumen Real Time global illumination.

We begin by creating a Blueprint Actor (BP_BlockCube). This will hold the main actor mesh, and will be used to create subsequent children that will inherit the same properties.

We begin by creating a Blueprint Actor (BP_BlockCube). This will hold the main actor mesh, and will be used to create subsequent children that will inherit the same properties.

We then create a Master Material for BP_BlockCube. This will be used to create Material Instances via the Blueprint, allowing for dynamic changes to the material during gameplay.

We then create a Master Material for BP_BlockCube. This will be used to create Material Instances via the Blueprint, allowing for dynamic changes to the material during gameplay.

In the EventGraph of BP_BlockCube, we set up the logic for self-destruction as well as a way to visualise it by accessing the Material Instance.

In the EventGraph of BP_BlockCube, we set up the logic for self-destruction as well as a way to visualise it by accessing the Material Instance.

We move the to the FirstPersonCharacter Blueprint and set up the Mouse Control logic so that with a Right Click we can Spawn a Cube.

We move the to the FirstPersonCharacter Blueprint and set up the Mouse Control logic so that with a Right Click we can Spawn a Cube.

Right below, we set up also the logic for the Left Click, so that we can destroy a Cube.

Right below, we set up also the logic for the Left Click, so that we can destroy a Cube.

InGame: Spawning a Cube

InGame: Destroying a Cube. The Cube is destroyed only if the player holds the button. Otherwise, the fade resets and the Cube is not destroyed.

From BP_BlockCube, we create a Child Blueprint. This Abstract Class will act as a wrapper, holding a generic InteractionEvent. From this BP, we will create Children that will inherit the InteractionEvent, but will use it to achieve different goals.

From BP_BlockCube, we create a Child Blueprint. This Abstract Class will act as a wrapper, holding a generic InteractionEvent. From this BP, we will create Children that will inherit the InteractionEvent, but will use it to achieve different goals.

We create the generic InteractionEvent. Children of this BP, like the Chest Cube, will use the event to open and close. Others, like the Green Cube will use it to shrink.

We create the generic InteractionEvent. Children of this BP, like the Chest Cube, will use the event to open and close. Others, like the Green Cube will use it to shrink.

In the BP of Interactive Chest we lay out a simple logic to override the InteractionEvent and use it to open and close the Chest.

In the BP of Interactive Chest we lay out a simple logic to override the InteractionEvent and use it to open and close the Chest.

To trigger the InteractionEvent, we update the FirstPersonCharacter Blueprint. If we detect a Cube, we trigger the event, otherwise we spawn a Cube.

To trigger the InteractionEvent, we update the FirstPersonCharacter Blueprint. If we detect a Cube, we trigger the event, otherwise we spawn a Cube.

InGame: Interacting with different Cubes.

Finally we implement keyboard inputs to cycle through the different Cubes we can spawn with a Right Click.

Finally we implement keyboard inputs to cycle through the different Cubes we can spawn with a Right Click.

Game Logic Foundations. In this absolutely basic project, I go over the most essential use of Blueprints in UE5. This is not a step by step tutorial, but rather an overview of the key elements at the foundation of developing an interactive game.