Practice Range
A timed target practice run, hit all the targets with the best score you can.
Project Type: University Assignment
Game Engine: Unreal Engine 4
Programming Language: C++ and Blueprints
Group/Solo: Solo
This project started as a blank C++project so the first thing I implemented was a character, adding the camera and hand and gun model. I went back later to add an audio component for the gun and trigger the sound when shot, this required learning how to implement it using C++ apposed to Blueprints.
As I was only having the one type of target in my game, I started with a C++ class where I added a static mesh component. From there, I created a blueprint class inheriting from my target class. In the blueprint class I added two colliders and implemented their On Component Hit events adding a different score to the game mode blueprint depending on which was hit and destroy the projectile that hit it.
Finally, I created another two blueprint classes inheriting from the target blueprint class to add movement so I could have stationary targets and targets that move from side to side and some that move forward and backwards.
I created the HUD using blueprint widgets one for each section of the game’s HUD and then one for the game HUD which included the other widget blueprints.
Features:
- Blueprints
- Inheritance
- Unreal Motion Graphics UI Designer (UMG)
Self Reflect: Whilst implementing the audio I found that the sound wasn’t playing before the object was destroyed so I had to add a delay node before it was destroyed. This also meant that I needed to adjust the rate of fire of the gun as you could shot a target twice before it was destroyed. If i had more time there are a few things that could also have be added such as a leader board and more levels. This project helped me grow my C++ skills.