3.8 KiB
Create Blueprint Character
Create New Enemy
1 - Create the character blueprint
- Create a subclass of
BP_AuraEnemy
2 - Base Character Setup
Setup the base character values
3 - Assign a behavior
- Assign a controller class
- The controller contains the behavior tree that automatically runs. To make a custom behavior, refer to the chapter
4 - Setup the drop table
There is a variable in the BP_AuraEnemy that child classes can fill to define a drop table
The key is the class that spawn when character dies and value is the probability of spawning. Any actor class can spawn
Create Playable Character
1 - Create the Character Blueprint
- Create a subclass of
BP_PlayerCharacterBase
2 - Base Character Setup
Setup the base character values
Base Character
1 - Setup Mesh and Animations
- Create an animation blueprint for the mesh.
Make a new ABP or instanciate the template animation blueprint or use your own
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Setup the character mesh and its animation blueprint. Also pick a weapon mesh if you need one
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Adjust the mesh position and capsule size
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Create the hit react animation montage
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Setup combat animations
Fill up the map of combat montages in the character defaults combat interface
All possible key are sub tags of CombatMontage.*
A reaction to CombatMontage.HitReact animation is required
To use multiple animation for a same tag, we need to override the behavior of the
GetCombatMontagemethod
2 - Set the combat socket locations
- override the function
GetCombatSocketLocationand setup socket for each subtag ofCombatSocket.*
3 - Handle death behavior
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override the event
Diethat executes on the server. -
for enemies, the parent class will execute the multicast event
M_HandleDeath. We can override it to defined a custom behavior when the character dies
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The parent call will manage ragdoll, weapon drop, movement stop and remove health widget
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The custom implementation would typically play a death sound and dissolve meshes
4 - Character Class Info
- Create data asset blueprint from
CharacterClassInfo
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Set the name of the class
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Set the class tag to a subtag of
CharacterClass. -
Add base effects
- Subclass of
GE_StartingAttributes_Baseto define primary attributes scaling GE_Character_SecondaryAttributesto scale secondary attributesGE_Character_PassiveRegenerationto grant passive health and mana regeneration
- Subclass of
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Add the base abilities
- The
GA_HitReactAbility to have a reaction to damages - Any other ability you will need
- The
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Add starting effects
GE_RestoreMaxLifeto grant full life to the unit when starting game. As the maximum life is only calculated after starting attributes is granted, all unit start with 0 hp.GE_RestoreMaxManaif the unit has mana
- Assign the data asset to the character blueprint
Character Standards
Make sure to create sound for all situations
- Footsteps
- Getting hurt
- Death









