Hello, not sure this is the right place to do so, but here’s my version of CC after section.
This is so good! I am impressed!
Thanks, It’s appreciated.
I’m working on making the crystal carvern into a full game.
Ya, why not, with a lot of love it could be a great game. One could had power ups, different kind of ball and much more to make it into a nice game, good luck with that.
Working on it!
Thanks a lot
Here my work, compare to you is a lazy one, but I guess I can do improve
By the way due to less of activity in this forum when asking. Im trying to seek for answer on my confusion of pure/impure functions, why we need it ? in which case (simple samples ?), will it hurt if we just try impure functions everywhere ?
How can I pass a value calculated in a Blue Print to another Blue Print ? let’s say, each time a crystal destroy, count it to a variable and pass to another Blue Print.
I don’t think its more lazy, to me it looks very great, I like the art style and textures a lot, cool intro too, as for your questions I might not be the best guy in town to answer.
But at the end of the course I had the exact same question… and the best help I got was this https://docs.unrealengine.com/en-us/Engine/Blueprints/UserGuide/Functions
hope it helps.
Has for the second question, not sure I understand exactly what you mean, But to pass a value to another blueprint I would simply use a getter in corresponding actor.
These are cool. What course is this project for?
Unreal engine blueprint developer: learn visual scripting (Enrolled on Udemy site).
Thanks for your time, at least we are making communicate
So is that you meant we are going to cast a class then ask for it’s variable once it Public and casted to ?
Not sure if I should start a new topic or not, I have a question. I have my default gamemode set to the BP_GameMode created early on in the section. Default pawn class is the BP_PlayerPawn. Everything works great inside the editor, but when I package either development or shipping builds, it’s not firing up the BP_PlayerPawn. I get a standard first person camera with no physics and can basically fly around the map. Any ideas what simple thing I missed along the way?
EDIT: Based on some googling, I found a workaround. I had to set ‘GameMode Override’ on every level, then save and repackage. A forum post I accidentally found explained some versions of UE4 have issues with default project settings in some projects. Not sure if that’s the case, but their solution worked for me.
Kevin, just curious, but I am also working on making crystal cavern into a full game. Did you do anything with it?