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Add C++ code-first tutorial for Unreal bullet-hell game (#2)
* Initial plan * Add C++ code-first tutorial approach for Unreal game Co-authored-by: kuhyx <147418882+kuhyx@users.noreply.github.com> * Add quick start guide for code-first approach Co-authored-by: kuhyx <147418882+kuhyx@users.noreply.github.com> * Restructure C++ tutorial into part-by-part format and add migration guide Co-authored-by: kuhyx <147418882+kuhyx@users.noreply.github.com> * Address PR feedback: improve part-1, add Expected Results, split parts 4-9 into separate files Co-authored-by: kuhyx <147418882+kuhyx@users.noreply.github.com> --------- Co-authored-by: copilot-swe-agent[bot] <198982749+Copilot@users.noreply.github.com> Co-authored-by: kuhyx <147418882+kuhyx@users.noreply.github.com>
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games/unreal/tutorial/QUICKSTART-CODE-FIRST.md
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games/unreal/tutorial/QUICKSTART-CODE-FIRST.md
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# Quick Start: Code-First Unreal Tutorial
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**Problem Solved:** The Blueprint tutorial requires extensive manual UI work (60+ clicks to define 12 variables). The code-first approach lets you **copy-paste entire code blocks** instead.
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---
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## ⚡ 3-Minute Quick Start
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### 1. Choose Your Path
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- **New Project?** → Start with [Part 1 (C++): Project Setup](part-1-cpp-project-setup.md)
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- **Already have Blueprint project?** → See [Migration Guide](#migrating-from-blueprint-to-c) below
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- **Just need reference code?** → See existing implementations in `Source/MCPGameProject/`
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### 2. Create C++ Project (New Projects Only)
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If starting fresh:
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```
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Unreal Engine → New Project → Games → Blank
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✅ Project Type: C++ (NOT Blueprint!)
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Name: BulletHellGame
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```
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If you already have a Blueprint project, skip to [Migration Guide](#migrating-from-blueprint-to-c) below.
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### 3. Copy-Paste the Classes
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Instead of clicking through UI 60+ times, just copy these ready-to-use files:
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**STGPawn.h** (Player) - [Get from Appendix D](appendix-d-cpp-reference.md#stgpawnh-complete-file)
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```cpp
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// All 12 player variables in one copy-paste:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
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float MoveSpeed = 750.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
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FVector2D BoundsMin = FVector2D(-850.0f, -450.0f);
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
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FVector2D BoundsMax = FVector2D(850.0f, 450.0f);
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// ... (9 more variables, all with defaults)
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```
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**STGProjectile.h** (Bullets) - [Get from Appendix D](appendix-d-cpp-reference.md#stgprojectileh-complete-file)
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**STGEnemy.h** (Enemies) - [Get from Appendix D](appendix-d-cpp-reference.md#stgenemyh-complete-file)
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**STGGameMode.h** (Game Rules) - [Get from Appendix D](appendix-d-cpp-reference.md#stggamemodeh-complete-file)
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### 4. Compile
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- Click **Compile** in Unreal Editor (or build in IDE)
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- Wait 30-60 seconds
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- Done! All variables are now available in editor
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### 5. Create Minimal Blueprints
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Create Blueprint children **only** for visual assets:
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1. `BP_Player` inherits from `STGPawn` → Assign ship mesh/material
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2. `BP_Bullet` inherits from `STGProjectile` → Assign sphere mesh/color
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3. `BP_Enemy` inherits from `STGEnemy` → Assign enemy mesh/material
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**No need to define variables!** They all come from C++.
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---
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## 📊 Time Savings
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| Task | Blueprint Approach | Code-First | Time Saved |
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|------|-------------------|------------|------------|
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| Define player variables (×12) | 15 minutes | 2 minutes | ⚡ 13 min |
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| Define enemy variables (×15) | 20 minutes | 2 minutes | ⚡ 18 min |
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| Create enemy variants (×4) | 35 minutes | 8 minutes | ⚡ 27 min |
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| Implement firing logic | 30 minutes | 10 minutes | ⚡ 20 min |
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| **Complete game** | **6-8 hours** | **2-3 hours** | **⚡ 4-5 hours** |
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---
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## 🎯 Key Benefits
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### ✅ Copy-Paste Variables
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**Blueprint:**
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```
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Click + → Type "MoveSpeed" → Select type "Float" → Compile → Set value "750.0"
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Click + → Type "BoundsMin" → Select type "Vector2D" → Compile → Set value...
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... (repeat 10 more times, ~15 minutes total)
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```
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**Code:**
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```cpp
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// Copy this entire block in 10 seconds:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
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float MoveSpeed = 750.0f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
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FVector2D BoundsMin = FVector2D(-850.0f, -450.0f);
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
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FVector2D BoundsMax = FVector2D(850.0f, 450.0f);
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```
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### ✅ Version Control
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**Blueprint:** Binary files, impossible to review changes
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```diff
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Binary files differ
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```
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**Code:** Readable diffs, easy code review
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```diff
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+ float MoveSpeed = 850.0f; // Increased for better feel
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- float MoveSpeed = 750.0f;
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```
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### ✅ Batch Modifications
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**Blueprint:** Open each file, find variable, change value, save (2 min per file)
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**Code:** Find/replace across all files (5 seconds)
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```
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Find: MaxHealth = 12;
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Replace: MaxHealth = 24;
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Replace All → Done!
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```
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---
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## 🔗 Full Documentation Links
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1. **[Code-First Tutorial](code-first-approach.md)** - Complete step-by-step guide
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2. **[Appendix D: C++ Reference](appendix-d-cpp-reference.md)** - Copy-paste ready code
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3. **[Blueprint vs Code Comparison](blueprint-vs-code-comparison.md)** - Detailed time analysis
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4. **[Main Tutorial Index](README.md)** - Access both approaches
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---
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## 💡 Recommended Workflow
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### For This Bullet Hell Game:
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1. ✅ **Use C++ for ALL game logic and variables**
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- Player stats, movement, firing
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- Enemy behavior, health, spawning
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- Game rules, timers, scoring
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2. ✅ **Use Blueprints ONLY for visual assets**
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- Assign meshes and materials
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- Set particle effects
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- Configure sound effects
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### Result:
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- 🚀 **3x faster development** (2-3 hours vs 6-8 hours)
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- 📝 **Maintainable code** (version control, refactoring)
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- 🎨 **Easy visual tweaks** (designers can change colors/meshes)
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---
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## 🔄 Migrating from Blueprint to C++
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**Already started with the Blueprint tutorial?** Here's how to move to C++ without losing your work.
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### Option 1: Add C++ to Existing Blueprint Project (Recommended)
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This approach keeps your existing Blueprints and adds C++ support.
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#### Step 1: Add C++ Support to Project
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1. In Unreal Editor: **Tools → New C++ Class**
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2. Choose any parent (e.g., "Actor") → Next
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3. Name it anything (e.g., `Dummy`) → Create Class
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4. **This triggers C++ project generation!**
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- Visual Studio/Rider opens
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- `Source/` folder is created
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- Project compiles (~2-5 minutes first time)
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5. After compilation, you'll have:
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```
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YourProject/
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├── Source/ ← NEW! C++ folder created
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├── Content/ ← Your existing Blueprints (unchanged)
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└── YourProject.uproject
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```
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#### Step 2: Create C++ Classes
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Now follow the C++ tutorial parts to create classes:
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1. **Tools → New C++ Class** → Pawn → `STGPawn`
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2. Copy-paste code from [Part 2 (C++)](part-2-cpp-create-player.md)
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3. Compile
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4. Repeat for bullets, enemies, etc.
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#### Step 3: Reparent Existing Blueprints
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Instead of creating new BP_Player, **reparent your existing one**:
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1. Open your existing `BP_Player` Blueprint
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2. **File → Reparent Blueprint** (top menu)
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3. In the dialog, click "All Classes" dropdown
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4. Search for `STGPawn` (your C++ class)
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5. Select it → Reparent
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**What happens:**
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- ✅ BP_Player now inherits from STGPawn (C++)
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- ✅ All C++ variables appear in Blueprint
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- ✅ Your existing visual assets (meshes, materials) are preserved
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- ✅ Old Blueprint variables become redundant (you can delete them)
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#### Step 4: Clean Up Duplicate Variables
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1. In BP_Player, look at "Variables" panel
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2. You'll see duplicates:
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- `MoveSpeed` (from Blueprint - old)
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- `MoveSpeed` (from STGPawn - new, with C++ icon)
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3. **Delete the old Blueprint variables** - keep only C++ ones
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4. Compile and Save
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#### Step 5: Migrate Logic (If Needed)
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If you had Blueprint nodes for logic:
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**Option A:** Keep Blueprint nodes for now (hybrid approach)
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- Blueprints can call C++ functions
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- Gradually move logic to C++ over time
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**Option B:** Move everything to C++ immediately
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- Copy Blueprint logic to C++ functions
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- Delete Blueprint nodes
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- Use Blueprints only for visual assets
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### Option 2: Fresh Start (Faster but Loses Visual Setup)
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If you haven't done much visual work:
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1. Create new C++ project
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2. Follow C++ tutorial from [Part 1](part-1-cpp-project-setup.md)
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3. Manually recreate any visual assets from old project
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**When to use:** If you're still early in the Blueprint tutorial (Parts 1-3).
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---
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### Migration Example: BP_Player → STGPawn
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**Before (Blueprint only):**
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```
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BP_Player (Blueprint)
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├── Components (added manually in editor)
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│ ├── ShipMesh
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│ ├── Camera
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│ └── Hitbox
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├── Variables (defined one-by-one in UI)
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│ ├── MoveSpeed = 750.0
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│ ├── BoundsMin = (-850, -450)
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│ └── ... (10 more)
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└── Event Graph (Blueprint nodes for logic)
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```
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**After (Reparented to C++):**
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```
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BP_Player (Blueprint, inherits from STGPawn C++)
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├── Parent Class: STGPawn ← NEW!
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├── Components (inherited from C++)
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│ ├── ShipMesh (from STGPawn)
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│ ├── Camera (from STGPawn)
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│ └── Hitbox (from STGPawn)
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├── Variables (inherited from C++)
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│ ├── MoveSpeed = 750.0 (from STGPawn)
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│ ├── BoundsMin = (-850, -450) (from STGPawn)
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│ └── ... (all from C++)
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└── Visual Assets Only (meshes, materials)
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└── ShipMesh → Assign cone mesh
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```
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**Benefits:**
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- ✅ Variables now in version control (C++ files)
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- ✅ Can modify via IDE (autocomplete, refactoring)
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- ✅ Type-safe (compiler checks)
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- ✅ Blueprint kept for visual assets only
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---
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### Common Migration Pitfalls
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**Problem:** "I reparented but variables duplicated!"
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- **Solution:** Delete the old Blueprint variables manually. Keep only C++ ones (they have a C++ icon next to them).
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**Problem:** "Compilation errors after adding C++ support"
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- **Solution:** Make sure Visual Studio has "Desktop Development with C++" workload installed. Check Output Log for specific errors.
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**Problem:** "My Blueprint logic stopped working after reparenting"
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- **Solution:** Check that function names match. C++ functions must be marked `UFUNCTION(BlueprintCallable)` to be called from Blueprints.
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**Problem:** "Hot reload isn't working"
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- **Solution:** Close Unreal Editor before compiling C++ changes. Reopen after compilation. Hot reload is unreliable.
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---
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## ❓ FAQ
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**Q: I'm new to C++, should I use Blueprint instead?**
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A: The code-first tutorial is actually **easier for beginners** because:
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- You copy-paste working code (less chance for errors)
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- No complex node wiring (easier to understand flow)
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- Clear error messages from compiler
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- Better for learning (code is more transferable to other engines)
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**Q: Can I mix C++ and Blueprints?**
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A: Yes! That's the recommended approach:
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- C++ base classes with all logic
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- Blueprint children that inherit from C++
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- Use Blueprints only for visual asset assignments
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**Q: What if I already started with Blueprints?**
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A: See the [Migration Guide](#migrating-from-blueprint-to-c) above! You can reparent existing Blueprints to C++ classes.
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**Q: Do I need to know Unreal's C++ API?**
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A: No! The tutorial provides **complete, working code** you can copy-paste. You'll learn the API as you read the code.
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---
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## 🚀 Get Started Now
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**New Project:** [→ Start with Part 1 (C++)](part-1-cpp-project-setup.md)
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**Existing Blueprint Project:** [→ See Migration Guide](#migrating-from-blueprint-to-c)
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Build the complete bullet-hell game in 2-3 hours with copy-paste ready code!
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---
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[Back to Main Index](README.md)
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@ -14,6 +14,53 @@ This tutorial recreates the Unity "magisterka_1" bullet-hell shooter in Unreal E
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---
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## 🆕 Two Approaches Available
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This tutorial offers **two ways** to implement the game:
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### 1. **Code-First Approach (RECOMMENDED)** ⚡
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**→ [🚀 QUICK START: 3-Minute Code-First Guide](QUICKSTART-CODE-FIRST.md)** ⭐
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**→ Start the C++ Tutorial:**
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- [Part 1 (C++): Project Setup](part-1-cpp-project-setup.md)
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- [Part 2 (C++): Create Player](part-2-cpp-create-player.md)
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- [Part 3 (C++): Create Bullet](part-3-cpp-create-bullet.md)
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- [Parts 4-9 (C++) Summary](part-4-9-cpp-summary.md)
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- ✅ **90% faster** - copy-paste variable blocks instead of clicking UI
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- ✅ **Version control friendly** - readable Git diffs, not binary files
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- ✅ **Easier to replicate** - copy entire class files between projects
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- ✅ **Better for teams** - code review, refactoring tools, find/replace
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- ✅ **Type-safe** - compiler catches errors at compile time
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**Best for:** Anyone comfortable with C++ or wanting to learn modern game development workflows.
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### 2. **Blueprint-Heavy Approach** 🎨
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**→ [Start the Blueprint Tutorial](#table-of-contents)** (see below)
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- ✅ **Visual node editing** - see logic flow graphically
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- ✅ **Instant iteration** - no compile time for Blueprint changes
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- ✅ **Designer-friendly** - non-programmers can modify behavior
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**Best for:** Complete Unreal beginners, visual learners, or rapid prototyping.
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### Comparison
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| Task | Code-First (C++) | Blueprint |
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|------|-----------------|-----------|
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| Define 12+ variables | 2 minutes (copy-paste) | 15 minutes (clicking) |
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| Version control | ✅ Readable diffs | ❌ Binary files |
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| Refactoring | ✅ IDE tools | ❌ Manual |
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| Full game time | ~2-3 hours | ~6-8 hours |
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**💡 Pro Tip:** You can combine both! Use C++ for logic/variables, Blueprints for visual assets.
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**📖 Migrating from Blueprint?** See [Migration Guide in Quickstart](QUICKSTART-CODE-FIRST.md#migrating-from-blueprint-to-c)
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---
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## Table of Contents
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### Part 1: Project Setup
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@ -86,7 +133,7 @@ This tutorial recreates the Unity "magisterka_1" bullet-hell shooter in Unreal E
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### Appendices
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- [Appendix A: Complete Variable Reference](appendix-a-variables.md)
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- [Appendix A: Complete Variable Reference](appendix-a-variables.md) (Blueprint)
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- [Appendix B: Troubleshooting](appendix-b-troubleshooting.md)
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- [Appendix C: Unity to Unreal Conversion Notes](appendix-c-unity-conversion.md)
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@ -94,6 +141,24 @@ This tutorial recreates the Unity "magisterka_1" bullet-hell shooter in Unreal E
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## Quick Start
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### For Code-First Approach (Recommended)
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1. Read [3-Minute Quickstart](QUICKSTART-CODE-FIRST.md)
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2. Follow the C++ tutorial parts:
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- [Part 1 (C++): Project Setup](part-1-cpp-project-setup.md)
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- [Part 2 (C++): Create Player](part-2-cpp-create-player.md)
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- [Part 3 (C++): Create Bullet](part-3-cpp-create-bullet.md)
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- [Part 4 (C++): Create Enemy](part-4-cpp-create-enemy.md)
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- [Part 5 (C++): Create Spawner](part-5-cpp-create-spawner.md)
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- [Part 6 (C++): Create Game Director](part-6-cpp-create-game-director.md)
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- [Part 7 (C++): Create UI](part-7-cpp-create-ui.md)
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- [Part 8 (C++): Create Game Mode](part-8-cpp-create-game-mode.md)
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- [Part 9 (C++): Final Setup](part-9-cpp-final-setup.md)
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3. **Complete the game in 2-3 hours** instead of 6-8 hours!
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4. **Already have Blueprint project?** See [Migration Guide](QUICKSTART-CODE-FIRST.md#migrating-from-blueprint-to-c)
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### For Blueprint Approach
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1. Start with [Part 1: Project Setup](part-1-project-setup.md)
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2. Follow each part in order
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||||
3. Test frequently using the "EXPECTED RESULT" sections
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||||
|
||||
267
games/unreal/tutorial/part-1-cpp-project-setup.md
Normal file
267
games/unreal/tutorial/part-1-cpp-project-setup.md
Normal file
@ -0,0 +1,267 @@
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# Part 1 (C++): Project Setup
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||||
|
||||
[← Back to Index](README.md) | [Next: Part 2 (C++) - Create the Player →](part-2-cpp-create-player.md)
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
This is the **C++ version** of Part 1. Unlike the Blueprint tutorial which creates a Blueprint-only project, we'll create a **C++ project** from the start. This enables:
|
||||
|
||||
- ✅ Copy-paste variable definitions instead of clicking UI
|
||||
- ✅ Version control friendly (readable diffs)
|
||||
- ✅ Faster development (define 12 variables in 30 seconds vs 15 minutes)
|
||||
|
||||
---
|
||||
|
||||
## Step 1.1: Create New C++ Project
|
||||
|
||||
1. Open Epic Games Launcher
|
||||
2. Click "Unreal Engine" tab on the left sidebar
|
||||
3. Click yellow "Launch" button next to your UE5 version
|
||||
4. Wait for Unreal Engine to open (this may take 1-2 minutes)
|
||||
|
||||
5. In the "Unreal Project Browser" window that appears:
|
||||
- At the top, select "Games" category (should be selected by default)
|
||||
- Click "Blank" template (empty square icon)
|
||||
|
||||
6. On the right side panel, configure:
|
||||
- **Project Defaults:** **C++** ⚠️ (NOT Blueprint!)
|
||||
- **Target Platform:** Desktop
|
||||
- **Quality Preset:** Scalable (faster compile times, easier iteration)
|
||||
- **Starter Content:** UNCHECKED (reduces project size and avoids unnecessary assets for this bullet-hell game)
|
||||
- **Raytracing:** UNCHECKED
|
||||
|
||||
7. At the bottom:
|
||||
- Choose folder location where you want to save
|
||||
- Name the project: `BulletHellGame`
|
||||
|
||||
8. Click "Create" button (bottom right, yellow)
|
||||
|
||||
### What Happens Next
|
||||
|
||||
Unreal will:
|
||||
1. Generate C++ project files (~30 seconds)
|
||||
2. **Open your IDE** (Visual Studio Code will launch if configured)
|
||||
3. **Automatically start compiling** the initial project (2-5 minutes, first time only)
|
||||
- You'll see a terminal/console window showing compilation progress
|
||||
- On Linux: Uses clang++ or g++ to compile C++ files
|
||||
- Progress shown as: "Compiling C++ source files...", "Linking...", etc.
|
||||
4. Open Unreal Editor once compilation completes
|
||||
|
||||
> **⚠️ IMPORTANT:** Do NOT close the IDE or compilation window! Wait for compilation to finish. You'll see "Build succeeded" or similar message when done.
|
||||
|
||||
### Expected Result
|
||||
|
||||
After compilation completes:
|
||||
|
||||
**Unreal Editor viewport shows:**
|
||||
- Empty 3D viewport in the center with grid floor
|
||||
- Main toolbar at the top (File, Edit, Window, etc.)
|
||||
- Outliner panel on the right showing "Untitled" level actors
|
||||
- Details panel on the right side (currently empty)
|
||||
- Content Drawer button at bottom (click it or press `Ctrl+Space` to open)
|
||||
|
||||
**VS Code (your IDE) shows:**
|
||||
- BulletHellGame project folder open
|
||||
- Left sidebar with file explorer showing `Source/` folder
|
||||
- `STGPawn.h` and `STGPawn.cpp` or similar auto-generated files
|
||||
|
||||
**What you should see in Unreal Editor:**
|
||||
- A flat grid representing the game world (top-down view by default in new projects)
|
||||
- No errors in the Output Log
|
||||
- The word "Ready" or compilation success message in bottom-right corner
|
||||
|
||||
> **NOTE:** If you see a 3D perspective view instead of top-down, don't worry - we'll fix that in Step 1.3.
|
||||
|
||||
### Troubleshooting
|
||||
|
||||
<details>
|
||||
<summary><b>IDE didn't open?</b> (Visual Studio Code on Linux/Arch)</summary>
|
||||
|
||||
On Arch Linux with VS Code:
|
||||
- Install VS Code if not present: `sudo pacman -S code`
|
||||
- Install Unreal Engine extension for VS Code
|
||||
- In Unreal Editor: `Edit → Editor Preferences → Source Code`
|
||||
- Set "Source Code Editor" to "Visual Studio Code"
|
||||
- Right-click the `.uproject` file in file manager → "Generate VSCode project files"
|
||||
- Open the project folder in VS Code
|
||||
|
||||
</details>
|
||||
|
||||
<details>
|
||||
<summary><b>Compilation failed?</b> (Linux/Arch)</summary>
|
||||
|
||||
On Arch Linux:
|
||||
- Ensure you have the required build tools:
|
||||
- `sudo pacman -S base-devel clang lld`
|
||||
- Check the Output Log (Window → Developer Tools → Output Log) for specific errors
|
||||
- If missing libraries, install them via pacman
|
||||
- Try regenerating project files: Right-click `.uproject` → "Generate VSCode project files"
|
||||
|
||||
</details>
|
||||
|
||||
---
|
||||
|
||||
## Step 1.2: Verify C++ Project Structure
|
||||
|
||||
Before continuing, verify the C++ files were created:
|
||||
|
||||
1. In your file explorer, navigate to your project folder
|
||||
2. You should see:
|
||||
|
||||
```
|
||||
BulletHellGame/
|
||||
├── BulletHellGame.uproject # Project file
|
||||
├── Source/ # ⭐ C++ source code (this is new!)
|
||||
│ └── BulletHellGame/
|
||||
│ ├── BulletHellGame.h
|
||||
│ ├── BulletHellGame.cpp
|
||||
│ ├── BulletHellGame.Build.cs # Build configuration
|
||||
│ └── BulletHellGameGameMode.h/cpp # Auto-generated
|
||||
├── Content/ # Assets and Blueprints
|
||||
├── Config/ # Project settings
|
||||
├── Binaries/ # Compiled code (gitignore this)
|
||||
├── Intermediate/ # Build artifacts (gitignore this)
|
||||
└── BulletHellGame.sln # Visual Studio solution (if using VS)
|
||||
```
|
||||
|
||||
The `Source/` folder is what makes this a C++ project! This is where we'll add our game classes.
|
||||
|
||||
### Expected Result
|
||||
|
||||
**In File Explorer (your Linux file manager):**
|
||||
```
|
||||
BulletHellGame/
|
||||
├── BulletHellGame.uproject # Double-click to open project
|
||||
├── Source/ # ✅ C++ source code folder
|
||||
│ └── BulletHellGame/
|
||||
│ ├── BulletHellGame.h
|
||||
│ ├── BulletHellGame.cpp
|
||||
│ └── BulletHellGame.Build.cs
|
||||
├── Content/ # Assets and Blueprints
|
||||
├── Config/ # Project configuration
|
||||
├── Binaries/ # Compiled game (gitignore this)
|
||||
└── Intermediate/ # Build files (gitignore this)
|
||||
```
|
||||
|
||||
**Verify the Source folder exists** - this confirms C++ is enabled!
|
||||
|
||||
---
|
||||
|
||||
## Step 1.3: Set Up 2D Game View
|
||||
|
||||
Same as Blueprint tutorial:
|
||||
|
||||
1. In the main viewport, look at the top-left corner
|
||||
2. Click the dropdown that says "Perspective"
|
||||
3. Select "Top" from the dropdown menu (`Alt + J`)
|
||||
|
||||
### Expected Result
|
||||
|
||||
**Viewport changes:**
|
||||
- Camera now looks straight down at the grid
|
||||
- You see the game world from a bird's-eye view (perfect for bullet-hell)
|
||||
- Grid appears as horizontal lines (X and Y axes visible)
|
||||
- Objects will appear flat when placed in this view
|
||||
|
||||
**Visual confirmation:**
|
||||
- Top-left corner now shows "Top" instead of "Perspective"
|
||||
- The viewport manipulation gizmo (3D arrows) now shows only X and Y axes prominently
|
||||
|
||||
---
|
||||
|
||||
## Step 1.4: Create Folder Structure
|
||||
|
||||
1. Open Content Browser (or Content Drawer with `Ctrl+Space`)
|
||||
2. You should see "Content" folder on the left panel
|
||||
|
||||
3. Right-click on "Content" folder → **New Folder**
|
||||
- Name it: `Blueprints` (we'll use these for visual-only children)
|
||||
|
||||
4. Right-click on "Content" folder → **New Folder**
|
||||
- Name it: `Materials`
|
||||
|
||||
5. Right-click on "Content" folder → **New Folder**
|
||||
- Name it: `Sprites` (for 2D textures)
|
||||
|
||||
6. Right-click on "Content" folder → **New Folder**
|
||||
- Name it: `UI`
|
||||
|
||||
### Expected Result
|
||||
|
||||
Content Browser shows 4 folders:
|
||||
|
||||
```
|
||||
Content/
|
||||
├── Blueprints/ (For Blueprint children that inherit from C++)
|
||||
├── Materials/
|
||||
├── Sprites/
|
||||
└── UI/
|
||||
```
|
||||
|
||||
**AND** you should also see:
|
||||
|
||||
```
|
||||
C++ Classes/
|
||||
└── BulletHellGame/
|
||||
└── BulletHellGameGameMode (Auto-generated C++ class)
|
||||
```
|
||||
|
||||
This "C++ Classes" folder shows all C++ classes in the project.
|
||||
|
||||
---
|
||||
|
||||
## Step 1.5: Configure .gitignore (Recommended)
|
||||
|
||||
If using version control, create `.gitignore` in your project root:
|
||||
|
||||
```gitignore
|
||||
# Unreal Engine
|
||||
Binaries/
|
||||
DerivedDataCache/
|
||||
Intermediate/
|
||||
Saved/
|
||||
|
||||
# IDE
|
||||
*.sln
|
||||
*.suo
|
||||
*.opensdf
|
||||
*.sdf
|
||||
*.VC.db
|
||||
*.VC.opendb
|
||||
.vs/
|
||||
.vscode/
|
||||
.idea/
|
||||
|
||||
# Build artifacts
|
||||
Build/
|
||||
Releases/
|
||||
```
|
||||
|
||||
This prevents committing large binary files and build artifacts.
|
||||
|
||||
---
|
||||
|
||||
## Comparison: C++ vs Blueprint Project
|
||||
|
||||
| Aspect | Blueprint Project | C++ Project |
|
||||
|--------|------------------|-------------|
|
||||
| Project creation time | ~30 seconds | ~5 minutes (first time) |
|
||||
| Source/ folder | ❌ No | ✅ Yes |
|
||||
| IDE integration | ❌ No | ✅ Yes |
|
||||
| Can add C++ classes | ❌ Requires migration | ✅ Ready to go |
|
||||
| Compile time | None (Blueprints) | 30-60 sec per change |
|
||||
| Hot reload | Instant | Limited support |
|
||||
|
||||
**Key Difference:** C++ project has the `Source/` folder from the start. Blueprint projects require manual migration to add C++ support later.
|
||||
|
||||
---
|
||||
|
||||
## What's Next?
|
||||
|
||||
In Part 2, we'll create the player ship as a **C++ class** instead of a Blueprint. You'll see how defining 12 variables takes 30 seconds with copy-paste instead of 15 minutes with UI clicks.
|
||||
|
||||
---
|
||||
|
||||
[← Back to Index](README.md) | [Next: Part 2 (C++) - Create the Player →](part-2-cpp-create-player.md)
|
||||
509
games/unreal/tutorial/part-2-cpp-create-player.md
Normal file
509
games/unreal/tutorial/part-2-cpp-create-player.md
Normal file
@ -0,0 +1,509 @@
|
||||
# Part 2 (C++): Create the Player
|
||||
|
||||
[← Previous: Part 1 (C++) - Project Setup](part-1-cpp-project-setup.md) | [Back to Index](README.md) | [Next: Part 3 (C++) - Create the Bullet →](part-3-cpp-create-bullet.md)
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
In this part, we'll create the player ship as a **C++ class** called `ASTGPawn`.
|
||||
|
||||
**Time comparison:**
|
||||
- Blueprint approach (Part 2): ~60 minutes (12 variables via UI + Blueprint nodes)
|
||||
- C++ approach (this part): ~15 minutes (copy-paste code)
|
||||
|
||||
---
|
||||
|
||||
## Step 2.1: Create STGPawn C++ Class
|
||||
|
||||
### In Unreal Editor:
|
||||
|
||||
1. Go to **Tools → New C++ Class** (top menu bar)
|
||||
2. In the "Choose Parent Class" window:
|
||||
- Click **"Pawn"** (NOT Character - we want simple 2D control)
|
||||
- Click **"Next"**
|
||||
|
||||
3. In the "Name Your New Actor" window:
|
||||
- **Name:** `STGPawn`
|
||||
- **Path:** Should be `Source/BulletHellGame/` (default)
|
||||
- Click **"Create Class"**
|
||||
|
||||
### What Happens Next:
|
||||
|
||||
1. Unreal generates `STGPawn.h` and `STGPawn.cpp`
|
||||
2. Your IDE opens with the new files
|
||||
3. Project compiles automatically (~30-60 seconds)
|
||||
4. Unreal Editor refreshes
|
||||
|
||||
> **💡 TIP:** If compilation fails, check the Output Log in Unreal Editor
|
||||
|
||||
---
|
||||
|
||||
## Step 2.2: Define Player Variables in STGPawn.h
|
||||
|
||||
Now comes the magic! Instead of clicking UI 60+ times, we'll **copy-paste** all variables at once.
|
||||
|
||||
### Open STGPawn.h in your IDE
|
||||
|
||||
Find the class definition (should look like this):
|
||||
|
||||
```cpp
|
||||
UCLASS()
|
||||
class BULLETHELLGAME_API ASTGPawn : public APawn
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
ASTGPawn();
|
||||
|
||||
protected:
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
public:
|
||||
virtual void Tick(float DeltaTime) override;
|
||||
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
|
||||
};
|
||||
```
|
||||
|
||||
### Replace the entire class with this:
|
||||
|
||||
```cpp
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/Pawn.h"
|
||||
#include "STGPawn.generated.h"
|
||||
|
||||
// Forward declarations
|
||||
class UCameraComponent;
|
||||
class USpringArmComponent;
|
||||
class UStaticMeshComponent;
|
||||
class UBoxComponent;
|
||||
|
||||
UCLASS()
|
||||
class BULLETHELLGAME_API ASTGPawn : public APawn
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
ASTGPawn();
|
||||
|
||||
protected:
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
public:
|
||||
virtual void Tick(float DeltaTime) override;
|
||||
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
|
||||
|
||||
// ===== COMPONENTS =====
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
|
||||
UStaticMeshComponent* ShipMesh;
|
||||
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
|
||||
USpringArmComponent* SpringArm;
|
||||
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
|
||||
UCameraComponent* Camera;
|
||||
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
|
||||
UBoxComponent* Hitbox;
|
||||
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
|
||||
UStaticMeshComponent* HitboxIndicator;
|
||||
|
||||
// ===== MOVEMENT & BOUNDARIES =====
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
|
||||
float MoveSpeed = 750.0f;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
|
||||
FVector2D BoundsMin = FVector2D(-850.0f, -450.0f);
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
|
||||
FVector2D BoundsMax = FVector2D(850.0f, 450.0f);
|
||||
|
||||
// ===== FIRING =====
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
|
||||
float FireInterval = 0.08f;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
|
||||
float BulletSpeed = 2200.0f;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
|
||||
int32 VolleySize = 3;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
|
||||
float VolleySpread = 12.0f;
|
||||
|
||||
// ===== LIVES & SCORE =====
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
|
||||
int32 MaxLives = 3;
|
||||
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Stats")
|
||||
int32 CurrentLives = 3;
|
||||
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Stats")
|
||||
int32 Score = 0;
|
||||
|
||||
// ===== SPECIAL ABILITY =====
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Stats")
|
||||
bool bSpecialUsed = false;
|
||||
|
||||
// ===== INPUT FUNCTIONS =====
|
||||
void MoveForward(float Value);
|
||||
void MoveRight(float Value);
|
||||
void StartFire();
|
||||
void StopFire();
|
||||
void UseSpecial();
|
||||
|
||||
// ===== GAME LOGIC =====
|
||||
void FireShot();
|
||||
void TakeHit(int32 Damage);
|
||||
void HandleDeath();
|
||||
void AddScore(int32 Points);
|
||||
|
||||
private:
|
||||
FTimerHandle TimerHandle_Fire;
|
||||
bool bIsFiring = false;
|
||||
FVector MovementInput;
|
||||
float FireTimer = 0.0f;
|
||||
};
|
||||
```
|
||||
|
||||
### What Just Happened?
|
||||
|
||||
You just defined **12 gameplay variables + 5 components** with default values in ~30 seconds (copy-paste time)!
|
||||
|
||||
In the Blueprint tutorial, this would require:
|
||||
- 12 variables × 5 clicks each = 60 clicks
|
||||
- ~15 minutes of manual work
|
||||
- High chance of typos
|
||||
|
||||
**Time saved: 14.5 minutes** ⚡
|
||||
|
||||
---
|
||||
|
||||
## Step 2.3: Implement STGPawn Constructor
|
||||
|
||||
### Open STGPawn.cpp in your IDE
|
||||
|
||||
Replace the file content with:
|
||||
|
||||
```cpp
|
||||
#include "STGPawn.h"
|
||||
#include "GameFramework/SpringArmComponent.h"
|
||||
#include "Camera/CameraComponent.h"
|
||||
#include "Components/StaticMeshComponent.h"
|
||||
#include "Components/BoxComponent.h"
|
||||
|
||||
ASTGPawn::ASTGPawn()
|
||||
{
|
||||
PrimaryActorTick.bCanEverTick = true;
|
||||
|
||||
// Root component
|
||||
RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("Root"));
|
||||
|
||||
// Ship mesh - cone shape pointing upward
|
||||
ShipMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("ShipMesh"));
|
||||
ShipMesh->SetupAttachment(RootComponent);
|
||||
ShipMesh->SetCollisionProfileName("NoCollision");
|
||||
|
||||
// Load cone mesh from engine
|
||||
static ConstructorHelpers::FObjectFinder<UStaticMesh> ConeMesh(TEXT("/Engine/BasicShapes/Cone"));
|
||||
if (ConeMesh.Succeeded())
|
||||
{
|
||||
ShipMesh->SetStaticMesh(ConeMesh.Object);
|
||||
ShipMesh->SetRelativeScale3D(FVector(0.5f, 0.5f, 0.7f));
|
||||
ShipMesh->SetRelativeRotation(FRotator(90.f, 0.f, 0.f)); // Point forward
|
||||
}
|
||||
|
||||
// Hitbox - small for bullet-hell precision
|
||||
Hitbox = CreateDefaultSubobject<UBoxComponent>(TEXT("Hitbox"));
|
||||
Hitbox->SetupAttachment(RootComponent);
|
||||
Hitbox->SetBoxExtent(FVector(25.f, 25.f, 10.f));
|
||||
Hitbox->SetCollisionProfileName("OverlapAllDynamic");
|
||||
Hitbox->SetGenerateOverlapEvents(true);
|
||||
|
||||
// Visual hitbox indicator (small sphere)
|
||||
HitboxIndicator = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("HitboxIndicator"));
|
||||
HitboxIndicator->SetupAttachment(RootComponent);
|
||||
HitboxIndicator->SetCollisionEnabled(ECollisionEnabled::NoCollision);
|
||||
|
||||
static ConstructorHelpers::FObjectFinder<UStaticMesh> SphereMesh(TEXT("/Engine/BasicShapes/Sphere"));
|
||||
if (SphereMesh.Succeeded())
|
||||
{
|
||||
HitboxIndicator->SetStaticMesh(SphereMesh.Object);
|
||||
HitboxIndicator->SetRelativeScale3D(FVector(0.05f, 0.05f, 0.05f));
|
||||
}
|
||||
|
||||
// Camera setup for top-down view
|
||||
SpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArm"));
|
||||
SpringArm->SetupAttachment(RootComponent);
|
||||
SpringArm->SetRelativeRotation(FRotator(-90.f, 0.f, 0.f)); // Top-down
|
||||
SpringArm->TargetArmLength = 1200.f;
|
||||
SpringArm->bDoCollisionTest = false;
|
||||
SpringArm->bInheritPitch = false;
|
||||
SpringArm->bInheritRoll = false;
|
||||
SpringArm->bInheritYaw = false;
|
||||
|
||||
Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
|
||||
Camera->SetupAttachment(SpringArm, USpringArmComponent::SocketName);
|
||||
}
|
||||
|
||||
void ASTGPawn::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
CurrentLives = MaxLives;
|
||||
}
|
||||
|
||||
void ASTGPawn::Tick(float DeltaTime)
|
||||
{
|
||||
Super::Tick(DeltaTime);
|
||||
|
||||
// Movement with bounds clamping
|
||||
if (!MovementInput.IsZero())
|
||||
{
|
||||
FVector NewLocation = GetActorLocation();
|
||||
FVector Normalized = MovementInput.GetSafeNormal();
|
||||
NewLocation += Normalized * MoveSpeed * DeltaTime;
|
||||
|
||||
// Clamp to bounds
|
||||
NewLocation.X = FMath::Clamp(NewLocation.X, BoundsMin.X, BoundsMax.X);
|
||||
NewLocation.Y = FMath::Clamp(NewLocation.Y, BoundsMin.Y, BoundsMax.Y);
|
||||
|
||||
SetActorLocation(NewLocation);
|
||||
}
|
||||
|
||||
// Auto-fire when holding fire button
|
||||
if (bIsFiring)
|
||||
{
|
||||
FireTimer -= DeltaTime;
|
||||
if (FireTimer <= 0.0f)
|
||||
{
|
||||
FireShot();
|
||||
FireTimer = FireInterval;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ASTGPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
|
||||
{
|
||||
Super::SetupPlayerInputComponent(PlayerInputComponent);
|
||||
|
||||
// Bind movement axes
|
||||
PlayerInputComponent->BindAxis("MoveForward", this, &ASTGPawn::MoveForward);
|
||||
PlayerInputComponent->BindAxis("MoveRight", this, &ASTGPawn::MoveRight);
|
||||
|
||||
// Bind actions
|
||||
PlayerInputComponent->BindAction("Fire", IE_Pressed, this, &ASTGPawn::StartFire);
|
||||
PlayerInputComponent->BindAction("Fire", IE_Released, this, &ASTGPawn::StopFire);
|
||||
PlayerInputComponent->BindAction("Special", IE_Pressed, this, &ASTGPawn::UseSpecial);
|
||||
}
|
||||
|
||||
void ASTGPawn::MoveForward(float Value)
|
||||
{
|
||||
MovementInput.X = Value;
|
||||
}
|
||||
|
||||
void ASTGPawn::MoveRight(float Value)
|
||||
{
|
||||
MovementInput.Y = Value;
|
||||
}
|
||||
|
||||
void ASTGPawn::StartFire()
|
||||
{
|
||||
bIsFiring = true;
|
||||
FireTimer = 0.0f; // Fire immediately
|
||||
}
|
||||
|
||||
void ASTGPawn::StopFire()
|
||||
{
|
||||
bIsFiring = false;
|
||||
}
|
||||
|
||||
void ASTGPawn::FireShot()
|
||||
{
|
||||
// Will implement in Part 3 when we create bullets
|
||||
UE_LOG(LogTemp, Warning, TEXT("FIRE!"));
|
||||
}
|
||||
|
||||
void ASTGPawn::UseSpecial()
|
||||
{
|
||||
if (!bSpecialUsed)
|
||||
{
|
||||
bSpecialUsed = true;
|
||||
UE_LOG(LogTemp, Warning, TEXT("SPECIAL ABILITY ACTIVATED!"));
|
||||
// Will implement enemy/bullet destruction in Part 4
|
||||
}
|
||||
}
|
||||
|
||||
void ASTGPawn::TakeHit(int32 Damage)
|
||||
{
|
||||
CurrentLives = FMath::Clamp(CurrentLives - Damage, 0, MaxLives);
|
||||
|
||||
if (CurrentLives <= 0)
|
||||
{
|
||||
HandleDeath();
|
||||
}
|
||||
}
|
||||
|
||||
void ASTGPawn::HandleDeath()
|
||||
{
|
||||
SetActorHiddenInGame(true);
|
||||
// Will notify GameMode in Part 6
|
||||
}
|
||||
|
||||
void ASTGPawn::AddScore(int32 Points)
|
||||
{
|
||||
Score += Points;
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Step 2.4: Compile the Code
|
||||
|
||||
### In Unreal Editor:
|
||||
|
||||
1. Click **"Compile"** button (bottom right, or `Ctrl+Alt+F11`)
|
||||
2. Wait for compilation (~30-60 seconds)
|
||||
3. Check for errors in Output Log
|
||||
|
||||
OR
|
||||
|
||||
### In your IDE:
|
||||
|
||||
1. Build the project (`Ctrl+Shift+B` in Visual Studio, or `Ctrl+F9` in Rider)
|
||||
2. Wait for build to finish
|
||||
3. Unreal Editor will hot-reload automatically
|
||||
|
||||
### Expected Result:
|
||||
|
||||
- ✅ Compilation succeeds
|
||||
- ✅ "C++ Classes" folder in Content Browser now shows `STGPawn`
|
||||
- ✅ You can right-click STGPawn → "Create Blueprint Class based on STGPawn"
|
||||
|
||||
---
|
||||
|
||||
## Step 2.5: Configure Input Mappings
|
||||
|
||||
This step is the same as Blueprint tutorial - we need to configure keyboard inputs in Project Settings.
|
||||
|
||||
1. **Edit → Project Settings**
|
||||
2. **Engine → Input**
|
||||
3. **Axis Mappings** → Click "+" to add:
|
||||
- `MoveForward`: W = 1.0, S = -1.0
|
||||
- `MoveRight`: D = 1.0, A = -1.0
|
||||
4. **Action Mappings** → Click "+" to add:
|
||||
- `Fire`: Space Bar, Left Mouse Button
|
||||
- `Special`: X, Right Mouse Button
|
||||
5. Close Project Settings
|
||||
|
||||
---
|
||||
|
||||
## Step 2.6: Create Blueprint Child (for Visual Assets)
|
||||
|
||||
Now we create a **minimal Blueprint** that inherits from our C++ class. This Blueprint is ONLY for visual assets!
|
||||
|
||||
1. In Content Browser, navigate to `Content → Blueprints`
|
||||
2. Right-click → **Blueprint Class**
|
||||
3. In "Pick Parent Class" window:
|
||||
- Click "All Classes" dropdown at top
|
||||
- Search for `STGPawn`
|
||||
- Select it
|
||||
- Click "Select"
|
||||
4. Name it: `BP_Player`
|
||||
5. Double-click to open
|
||||
|
||||
### In the Blueprint Editor:
|
||||
|
||||
**Components (Left Panel):**
|
||||
- You'll see all components we created in C++ (ShipMesh, Hitbox, Camera, etc.)
|
||||
- NO NEED to add them manually - they're already there from C++!
|
||||
|
||||
**Variables (My Blueprint Panel):**
|
||||
- You'll see all 12 variables we defined in C++ (MoveSpeed, BoundsMin, etc.)
|
||||
- NO NEED to create them - they're already there from C++!
|
||||
- You can see their default values (750.0, etc.) - all from C++!
|
||||
|
||||
**What to do in Blueprint:**
|
||||
- NOTHING for now! All logic is in C++
|
||||
- In Part 9, we'll assign visual meshes/materials here
|
||||
|
||||
### Compile and Save BP_Player
|
||||
|
||||
---
|
||||
|
||||
## Step 2.7: Test the Player
|
||||
|
||||
1. Drag `BP_Player` from Content Browser into the level viewport
|
||||
2. Position it near the center (coordinates around X=0, Y=0, Z=0)
|
||||
3. Press **Play** (`Alt+P`)
|
||||
|
||||
### Expected Result
|
||||
|
||||
**In Play Mode Window:**
|
||||
- You see the cone/cube player ship from above (top-down view)
|
||||
- Ship is positioned at center of screen
|
||||
- Background is the default gray/blue Unreal grid
|
||||
- Camera follows the player from above
|
||||
|
||||
**When pressing WASD keys:**
|
||||
- **W** - Ship moves upward on screen (toward top)
|
||||
- **S** - Ship moves downward on screen (toward bottom)
|
||||
- **A** - Ship moves left
|
||||
- **D** - Ship moves right
|
||||
- Movement stops immediately when you release keys (no sliding)
|
||||
- Ship stops at screen edges (cannot move outside bounds)
|
||||
|
||||
**When pressing Z or Space:**
|
||||
- You see "FIRE!" message appear in top-left corner of screen (yellow text)
|
||||
- Message appears repeatedly while holding the button
|
||||
- No bullets yet (we'll add those after creating bullet class)
|
||||
|
||||
**When pressing X:**
|
||||
- "SPECIAL ABILITY ACTIVATED!" appears once in top-left corner
|
||||
- Pressing X again does nothing (ability used up)
|
||||
|
||||
**Visual Check:**
|
||||
- Ship model is visible (cone or cube shape)
|
||||
- Ship rotates/faces the direction of movement
|
||||
- No errors in Output Log
|
||||
- Frame rate counter shows stable FPS (if enabled)
|
||||
|
||||
**To exit Play mode:** Press `Esc` or click the "Stop" button in the toolbar
|
||||
|
||||
---
|
||||
|
||||
## Comparison: What We Just Did
|
||||
|
||||
### Blueprint Approach (Part 2):
|
||||
|
||||
1. Create BP_Player Blueprint ✅
|
||||
2. Add 5 components manually (clicking, dragging)
|
||||
3. Add 12 variables one-by-one (click +, type name, select type, compile, set value) × 12 = **15 minutes**
|
||||
4. Create Blueprint nodes for movement logic (~30 nodes, connecting wires)
|
||||
5. Create Blueprint nodes for firing logic (~20 nodes)
|
||||
6. Configure input in Project Settings
|
||||
7. **Total: ~60 minutes**
|
||||
|
||||
### C++ Approach (This Part):
|
||||
|
||||
1. Create STGPawn C++ class ✅
|
||||
2. Copy-paste header file with all variables **30 seconds**
|
||||
3. Copy-paste implementation file
|
||||
4. Compile
|
||||
5. Create BP_Player (inherits everything from C++)
|
||||
6. Configure input in Project Settings
|
||||
7. **Total: ~15 minutes**
|
||||
|
||||
**Time saved: 45 minutes** ⚡⚡⚡
|
||||
|
||||
---
|
||||
|
||||
## What's Next?
|
||||
|
||||
In Part 3, we'll create the bullet class in C++. You'll see how defining bullet behavior in code is much cleaner than Blueprint nodes.
|
||||
|
||||
---
|
||||
|
||||
[← Previous: Part 1 (C++) - Project Setup](part-1-cpp-project-setup.md) | [Back to Index](README.md) | [Next: Part 3 (C++) - Create the Bullet →](part-3-cpp-create-bullet.md)
|
||||
317
games/unreal/tutorial/part-3-cpp-create-bullet.md
Normal file
317
games/unreal/tutorial/part-3-cpp-create-bullet.md
Normal file
@ -0,0 +1,317 @@
|
||||
# Part 3 (C++): Create the Bullet
|
||||
|
||||
[← Previous: Part 2 (C++) - Create the Player](part-2-cpp-create-player.md) | [Back to Index](README.md) | [Next: Part 4 (C++) - Create the Enemy →](part-4-cpp-create-enemy.md)
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
Create the bullet/projectile class in C++. Again, we'll copy-paste all variables instead of clicking UI.
|
||||
|
||||
**Time comparison:**
|
||||
- Blueprint: ~30 minutes (5 variables + Blueprint nodes)
|
||||
- C++ (this part): ~10 minutes (copy-paste code)
|
||||
|
||||
---
|
||||
|
||||
## Step 3.1: Create STGProjectile C++ Class
|
||||
|
||||
1. **Tools → New C++ Class**
|
||||
2. Choose **"Actor"** as parent class → Next
|
||||
3. Name: `STGProjectile` → Create Class
|
||||
4. Wait for compilation
|
||||
|
||||
---
|
||||
|
||||
## Step 3.2: Copy-Paste STGProjectile.h
|
||||
|
||||
Replace the entire header file with:
|
||||
|
||||
```cpp
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "STGProjectile.generated.h"
|
||||
|
||||
class USphereComponent;
|
||||
class UProjectileMovementComponent;
|
||||
class UStaticMeshComponent;
|
||||
|
||||
UCLASS()
|
||||
class BULLETHELLGAME_API ASTGProjectile : public AActor
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
ASTGProjectile();
|
||||
|
||||
protected:
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
public:
|
||||
virtual void Tick(float DeltaTime) override;
|
||||
|
||||
// ===== COMPONENTS =====
|
||||
UPROPERTY(VisibleDefaultsOnly, Category=Projectile)
|
||||
USphereComponent* CollisionComp;
|
||||
|
||||
UPROPERTY(VisibleDefaultsOnly, Category=Projectile)
|
||||
UStaticMeshComponent* MeshComp;
|
||||
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement)
|
||||
UProjectileMovementComponent* ProjectileMovement;
|
||||
|
||||
// ===== VARIABLES (all with defaults!) =====
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay")
|
||||
bool bIsPlayerBullet = false;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay")
|
||||
float Damage = 1.0f;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay")
|
||||
FLinearColor BulletColor = FLinearColor::Green;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay")
|
||||
float Lifetime = 4.0f;
|
||||
|
||||
// ===== FUNCTIONS =====
|
||||
UFUNCTION()
|
||||
void OnOverlapBegin(UPrimitiveComponent* OverlappedComp, AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex,
|
||||
bool bFromSweep, const FHitResult& SweepResult);
|
||||
|
||||
void SetBulletColor(FLinearColor InColor);
|
||||
void SetSpeed(float InSpeed);
|
||||
|
||||
private:
|
||||
UMaterialInstanceDynamic* DynamicMaterial;
|
||||
};
|
||||
```
|
||||
|
||||
**What just happened:** 5 bullet variables defined with defaults in 10 seconds!
|
||||
|
||||
---
|
||||
|
||||
## Step 3.3: Copy-Paste STGProjectile.cpp
|
||||
|
||||
Replace the implementation file with:
|
||||
|
||||
```cpp
|
||||
#include "STGProjectile.h"
|
||||
#include "Components/SphereComponent.h"
|
||||
#include "Components/StaticMeshComponent.h"
|
||||
#include "GameFramework/ProjectileMovementComponent.h"
|
||||
#include "STGEnemy.h" // Will create in Part 4
|
||||
#include "STGPawn.h"
|
||||
|
||||
ASTGProjectile::ASTGProjectile()
|
||||
{
|
||||
PrimaryActorTick.bCanEverTick = true;
|
||||
|
||||
// Collision sphere
|
||||
CollisionComp = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComp"));
|
||||
CollisionComp->InitSphereRadius(5.0f);
|
||||
CollisionComp->SetCollisionProfileName("OverlapAllDynamic");
|
||||
CollisionComp->OnComponentBeginOverlap.AddDynamic(this, &ASTGProjectile::OnOverlapBegin);
|
||||
RootComponent = CollisionComp;
|
||||
|
||||
// Visual mesh
|
||||
MeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MeshComp"));
|
||||
MeshComp->SetupAttachment(CollisionComp);
|
||||
MeshComp->SetCollisionEnabled(ECollisionEnabled::NoCollision);
|
||||
|
||||
static ConstructorHelpers::FObjectFinder<UStaticMesh> SphereMesh(TEXT("/Engine/BasicShapes/Sphere"));
|
||||
if (SphereMesh.Succeeded())
|
||||
{
|
||||
MeshComp->SetStaticMesh(SphereMesh.Object);
|
||||
MeshComp->SetRelativeScale3D(FVector(0.1f, 0.1f, 0.1f));
|
||||
}
|
||||
|
||||
// Projectile movement
|
||||
ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("ProjectileComp"));
|
||||
ProjectileMovement->UpdatedComponent = CollisionComp;
|
||||
ProjectileMovement->InitialSpeed = 1200.f;
|
||||
ProjectileMovement->MaxSpeed = 1200.f;
|
||||
ProjectileMovement->bRotationFollowsVelocity = true;
|
||||
ProjectileMovement->bShouldBounce = false;
|
||||
|
||||
// Auto-destroy after lifetime
|
||||
InitialLifeSpan = Lifetime;
|
||||
}
|
||||
|
||||
void ASTGProjectile::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
// Create dynamic material for bullet color
|
||||
if (MeshComp)
|
||||
{
|
||||
DynamicMaterial = MeshComp->CreateAndSetMaterialInstanceDynamic(0);
|
||||
if (DynamicMaterial)
|
||||
{
|
||||
DynamicMaterial->SetVectorParameterValue(TEXT("BaseColor"), BulletColor);
|
||||
DynamicMaterial->SetVectorParameterValue(TEXT("EmissiveColor"), BulletColor * 3.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ASTGProjectile::Tick(float DeltaTime)
|
||||
{
|
||||
Super::Tick(DeltaTime);
|
||||
}
|
||||
|
||||
void ASTGProjectile::OnOverlapBegin(UPrimitiveComponent* OverlappedComp, AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex,
|
||||
bool bFromSweep, const FHitResult& SweepResult)
|
||||
{
|
||||
if (OtherActor && OtherActor != this)
|
||||
{
|
||||
if (bIsPlayerBullet)
|
||||
{
|
||||
// Player bullet hits enemy (will implement in Part 4)
|
||||
// ASTGEnemy* Enemy = Cast<ASTGEnemy>(OtherActor);
|
||||
// if (Enemy) { Enemy->HandleDamage(Damage); Destroy(); }
|
||||
}
|
||||
else
|
||||
{
|
||||
// Enemy bullet hits player
|
||||
ASTGPawn* Player = Cast<ASTGPawn>(OtherActor);
|
||||
if (Player)
|
||||
{
|
||||
Player->TakeHit(1);
|
||||
Destroy();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ASTGProjectile::SetBulletColor(FLinearColor InColor)
|
||||
{
|
||||
BulletColor = InColor;
|
||||
if (DynamicMaterial)
|
||||
{
|
||||
DynamicMaterial->SetVectorParameterValue(TEXT("BaseColor"), BulletColor);
|
||||
DynamicMaterial->SetVectorParameterValue(TEXT("EmissiveColor"), BulletColor * 3.0f);
|
||||
}
|
||||
}
|
||||
|
||||
void ASTGProjectile::SetSpeed(float InSpeed)
|
||||
{
|
||||
if (ProjectileMovement)
|
||||
{
|
||||
ProjectileMovement->InitialSpeed = InSpeed;
|
||||
ProjectileMovement->MaxSpeed = InSpeed;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Step 3.4: Compile
|
||||
|
||||
1. Click **Compile** in Unreal Editor
|
||||
2. Wait for compilation
|
||||
3. Check for errors
|
||||
|
||||
---
|
||||
|
||||
## Step 3.5: Update Player Firing Logic
|
||||
|
||||
Now that we have bullets, let's make the player actually spawn them!
|
||||
|
||||
### Open STGPawn.cpp
|
||||
|
||||
Find the `FireShot()` function and replace it with:
|
||||
|
||||
```cpp
|
||||
void ASTGPawn::FireShot()
|
||||
{
|
||||
// Spawn volley of bullets
|
||||
for (int32 i = 0; i < VolleySize; i++)
|
||||
{
|
||||
FVector SpawnLocation = GetActorLocation() + FVector(0.f, 0.f, 50.f);
|
||||
FRotator SpawnRotation = FRotator(90.f, 0.f, 0.f);
|
||||
|
||||
// Spread calculation
|
||||
float Angle = VolleySpread * (i - (VolleySize - 1) / 2.0f);
|
||||
SpawnRotation.Yaw += Angle;
|
||||
|
||||
// Spawn bullet
|
||||
UWorld* World = GetWorld();
|
||||
if (World)
|
||||
{
|
||||
ASTGProjectile* Bullet = World->SpawnActor<ASTGProjectile>(
|
||||
ASTGProjectile::StaticClass(),
|
||||
SpawnLocation,
|
||||
SpawnRotation
|
||||
);
|
||||
|
||||
if (Bullet)
|
||||
{
|
||||
Bullet->bIsPlayerBullet = true;
|
||||
Bullet->SetSpeed(BulletSpeed);
|
||||
Bullet->SetBulletColor(FLinearColor::Green);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Add include at top of STGPawn.cpp:
|
||||
|
||||
```cpp
|
||||
#include "STGProjectile.h" // Add this line
|
||||
```
|
||||
|
||||
### Compile again!
|
||||
|
||||
---
|
||||
|
||||
## Step 3.6: Test Bullet Firing
|
||||
|
||||
1. Press **Play** (`Alt+P`)
|
||||
2. Move with WASD
|
||||
3. Press Z or Space to fire
|
||||
4. You should see green spheres shooting upward!
|
||||
|
||||
### Expected Result:
|
||||
|
||||
- ✅ Player fires 3 bullets in a spread pattern
|
||||
- ✅ Bullets are green
|
||||
- ✅ Bullets auto-destroy after 4 seconds
|
||||
- ✅ Can hold Z to auto-fire
|
||||
|
||||
---
|
||||
|
||||
## Comparison Summary
|
||||
|
||||
### Blueprint Approach:
|
||||
|
||||
- Create BP_Bullet Blueprint
|
||||
- Add 5 variables manually (×5 clicks each = 25 clicks)
|
||||
- Create Blueprint nodes for movement (~15 nodes)
|
||||
- Create Blueprint nodes for collision (~10 nodes)
|
||||
- Update BP_Player firing logic (~15 more nodes)
|
||||
- **Total: ~30 minutes**
|
||||
|
||||
### C++ Approach:
|
||||
|
||||
- Create STGProjectile class
|
||||
- Copy-paste header (5 variables with defaults)
|
||||
- Copy-paste implementation
|
||||
- Update one function in STGPawn
|
||||
- Compile twice
|
||||
- **Total: ~10 minutes**
|
||||
|
||||
**Time saved: 20 minutes** ⚡
|
||||
|
||||
---
|
||||
|
||||
## What's Next?
|
||||
|
||||
In Part 4, we'll create enemies with C++. You'll see how easy it is to copy enemy patterns!
|
||||
|
||||
---
|
||||
|
||||
[← Previous: Part 2 (C++) - Create the Player](part-2-cpp-create-player.md) | [Back to Index](README.md) | [Next: Part 4 (C++) - Create the Enemy →](part-4-cpp-create-enemy.md)
|
||||
548
games/unreal/tutorial/part-4-cpp-create-enemy.md
Normal file
548
games/unreal/tutorial/part-4-cpp-create-enemy.md
Normal file
@ -0,0 +1,548 @@
|
||||
# Part 4 (C++): Create the Enemy
|
||||
|
||||
[← Previous: Part 3 (C++) - Create the Bullet](part-3-cpp-create-bullet.md) | [Back to Index](README.md) | [Next: Part 5 (C++) - Create Enemy Spawner →](part-5-cpp-create-spawner.md)
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
Create enemy ships in C++. Again, we'll copy-paste all 15 enemy variables instead of clicking UI 75+ times.
|
||||
|
||||
**Time comparison:**
|
||||
- Blueprint approach (Part 4): ~90 minutes (16 variables + complex Blueprint nodes)
|
||||
- C++ approach (this part): ~25 minutes (copy-paste code)
|
||||
|
||||
---
|
||||
|
||||
## Step 4.1: Create STGEnemy C++ Class
|
||||
|
||||
### In Unreal Editor:
|
||||
|
||||
1. Go to **Tools → New C++ Class** (top menu bar)
|
||||
2. In the "Choose Parent Class" window:
|
||||
- Click **"Actor"** (enemies are independent game objects)
|
||||
- Click **"Next"**
|
||||
|
||||
3. In the "Name Your New Actor" window:
|
||||
- **Name:** `STGEnemy`
|
||||
- **Path:** Should be `Source/BulletHellGame/` (default)
|
||||
- Click **"Create Class"**
|
||||
|
||||
### What Happens Next:
|
||||
|
||||
1. Unreal generates `STGEnemy.h` and `STGEnemy.cpp`
|
||||
2. VS Code opens with the new files
|
||||
3. Project compiles automatically (~30-60 seconds)
|
||||
4. Unreal Editor refreshes
|
||||
|
||||
---
|
||||
|
||||
## Step 4.2: Define Enemy Variables in STGEnemy.h
|
||||
|
||||
**This is where the magic happens!** Instead of clicking UI 75+ times (16 variables × ~5 clicks each), we'll **copy-paste** all variables at once.
|
||||
|
||||
### Open STGEnemy.h in VS Code
|
||||
|
||||
Replace the entire file content with:
|
||||
|
||||
```cpp
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "STGEnemy.generated.h"
|
||||
|
||||
class UStaticMeshComponent;
|
||||
class UBoxComponent;
|
||||
|
||||
UCLASS()
|
||||
class BULLETHELLGAME_API ASTGEnemy : public AActor
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
ASTGEnemy();
|
||||
|
||||
protected:
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
public:
|
||||
virtual void Tick(float DeltaTime) override;
|
||||
|
||||
// ===== COMPONENTS =====
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
|
||||
UStaticMeshComponent* MeshComp;
|
||||
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
|
||||
UBoxComponent* CollisionComp;
|
||||
|
||||
// ===== HEALTH & SCORE (copy-paste all 15 variables!) =====
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
|
||||
int32 MaxHealth = 12;
|
||||
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Stats")
|
||||
int32 CurrentHealth = 12;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
|
||||
int32 ScoreValue = 50;
|
||||
|
||||
// ===== MOVEMENT =====
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
|
||||
float VerticalSpeed = 220.0f;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
|
||||
float HorizontalAmplitude = 250.0f;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
|
||||
float HorizontalFrequency = 1.8f;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
|
||||
float DespawnY = -750.0f;
|
||||
|
||||
// ===== FIRING =====
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
|
||||
float FireInterval = 0.35f;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
|
||||
int32 BulletsPerBurst = 20;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
|
||||
float BurstSpread = 360.0f;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
|
||||
float EnemyBulletSpeed = 1000.0f;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
|
||||
float EnemyBulletLifetime = 6.0f;
|
||||
|
||||
// ===== FUNCTIONS =====
|
||||
void Fire();
|
||||
void HandleDamage(float DamageAmount);
|
||||
|
||||
UFUNCTION()
|
||||
void OnOverlapBegin(UPrimitiveComponent* OverlappedComp, AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex,
|
||||
bool bFromSweep, const FHitResult& SweepResult);
|
||||
|
||||
private:
|
||||
FTimerHandle TimerHandle_Fire;
|
||||
float BaseX = 0.0f;
|
||||
float WaveSeed = 0.0f;
|
||||
float ElapsedTime = 0.0f;
|
||||
};
|
||||
```
|
||||
|
||||
### What Just Happened?
|
||||
|
||||
You just defined **15 gameplay variables + 2 components** with default values in ~30 seconds!
|
||||
|
||||
In the Blueprint tutorial, this would require:
|
||||
- 16 variables × 5 clicks each = **80 clicks**
|
||||
- **~20 minutes** of manual work
|
||||
- High chance of typos or wrong types
|
||||
|
||||
**Time saved: 19.5 minutes** ⚡
|
||||
|
||||
---
|
||||
|
||||
## Step 4.3: Implement STGEnemy Logic
|
||||
|
||||
### Open STGEnemy.cpp in VS Code
|
||||
|
||||
Replace the file content with:
|
||||
|
||||
```cpp
|
||||
#include "STGEnemy.h"
|
||||
#include "Components/StaticMeshComponent.h"
|
||||
#include "Components/BoxComponent.h"
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
#include "STGProjectile.h"
|
||||
#include "STGPawn.h"
|
||||
|
||||
ASTGEnemy::ASTGEnemy()
|
||||
{
|
||||
PrimaryActorTick.bCanEverTick = true;
|
||||
|
||||
// Root component
|
||||
RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("Root"));
|
||||
|
||||
// Mesh component
|
||||
MeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MeshComp"));
|
||||
MeshComp->SetupAttachment(RootComponent);
|
||||
MeshComp->SetCollisionProfileName("NoCollision");
|
||||
|
||||
// Load cube mesh
|
||||
static ConstructorHelpers::FObjectFinder<UStaticMesh> CubeMesh(TEXT("/Engine/BasicShapes/Cube"));
|
||||
if (CubeMesh.Succeeded())
|
||||
{
|
||||
MeshComp->SetStaticMesh(CubeMesh.Object);
|
||||
MeshComp->SetRelativeScale3D(FVector(0.6f, 0.6f, 0.1f));
|
||||
}
|
||||
|
||||
// Collision component
|
||||
CollisionComp = CreateDefaultSubobject<UBoxComponent>(TEXT("CollisionComp"));
|
||||
CollisionComp->SetupAttachment(RootComponent);
|
||||
CollisionComp->SetBoxExtent(FVector(30.f, 30.f, 10.f));
|
||||
CollisionComp->SetCollisionProfileName("OverlapAllDynamic");
|
||||
CollisionComp->SetGenerateOverlapEvents(true);
|
||||
CollisionComp->OnComponentBeginOverlap.AddDynamic(this, &ASTGEnemy::OnOverlapBegin);
|
||||
}
|
||||
|
||||
void ASTGEnemy::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
CurrentHealth = MaxHealth;
|
||||
BaseX = GetActorLocation().X;
|
||||
WaveSeed = FMath::FRand() * 1000.0f;
|
||||
ElapsedTime = 0.0f;
|
||||
|
||||
// Start firing timer
|
||||
GetWorldTimerManager().SetTimer(TimerHandle_Fire, this, &ASTGEnemy::Fire,
|
||||
FireInterval, true, FireInterval);
|
||||
}
|
||||
|
||||
void ASTGEnemy::Tick(float DeltaTime)
|
||||
{
|
||||
Super::Tick(DeltaTime);
|
||||
|
||||
ElapsedTime += DeltaTime;
|
||||
|
||||
// Sinusoidal movement (wave pattern)
|
||||
FVector NewLocation = GetActorLocation();
|
||||
|
||||
// Move downward
|
||||
NewLocation.X -= VerticalSpeed * DeltaTime;
|
||||
|
||||
// Horizontal sine wave
|
||||
float HorizontalOffset = HorizontalAmplitude * FMath::Sin(
|
||||
HorizontalFrequency * (ElapsedTime + WaveSeed)
|
||||
);
|
||||
NewLocation.Y = BaseX + HorizontalOffset;
|
||||
|
||||
SetActorLocation(NewLocation);
|
||||
|
||||
// Check if enemy should despawn (moved off screen)
|
||||
if (NewLocation.X < DespawnY)
|
||||
{
|
||||
Destroy();
|
||||
}
|
||||
}
|
||||
|
||||
void ASTGEnemy::Fire()
|
||||
{
|
||||
// Fire radial burst of bullets
|
||||
for (int32 i = 0; i < BulletsPerBurst; i++)
|
||||
{
|
||||
// Calculate angle for this bullet in the burst
|
||||
float AngleDeg = (BurstSpread / BulletsPerBurst) * i;
|
||||
float AngleRad = FMath::DegreesToRadians(AngleDeg);
|
||||
|
||||
// Calculate direction vector
|
||||
FVector Direction = FVector(
|
||||
FMath::Cos(AngleRad),
|
||||
FMath::Sin(AngleRad),
|
||||
0.0f
|
||||
);
|
||||
|
||||
// Spawn location slightly below enemy
|
||||
FVector SpawnLocation = GetActorLocation() + FVector(0.f, 0.f, -30.f);
|
||||
|
||||
// Spawn bullet
|
||||
ASTGProjectile* Bullet = GetWorld()->SpawnActor<ASTGProjectile>(
|
||||
ASTGProjectile::StaticClass(),
|
||||
SpawnLocation,
|
||||
Direction.Rotation()
|
||||
);
|
||||
|
||||
if (Bullet)
|
||||
{
|
||||
Bullet->bIsPlayerBullet = false;
|
||||
Bullet->SetSpeed(EnemyBulletSpeed);
|
||||
Bullet->SetBulletColor(FLinearColor::Red);
|
||||
Bullet->Lifetime = EnemyBulletLifetime;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ASTGEnemy::HandleDamage(float DamageAmount)
|
||||
{
|
||||
CurrentHealth -= DamageAmount;
|
||||
|
||||
if (CurrentHealth <= 0)
|
||||
{
|
||||
// Award score to player
|
||||
ASTGPawn* Player = Cast<ASTGPawn>(UGameplayStatics::GetPlayerPawn(GetWorld(), 0));
|
||||
if (Player)
|
||||
{
|
||||
Player->AddScore(ScoreValue);
|
||||
}
|
||||
|
||||
// Destroy enemy
|
||||
Destroy();
|
||||
}
|
||||
}
|
||||
|
||||
void ASTGEnemy::OnOverlapBegin(UPrimitiveComponent* OverlappedComp, AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex,
|
||||
bool bFromSweep, const FHitResult& SweepResult)
|
||||
{
|
||||
// Enemy collides with player - damage player
|
||||
if (OtherActor && OtherActor != this)
|
||||
{
|
||||
ASTGPawn* Player = Cast<ASTGPawn>(OtherActor);
|
||||
if (Player)
|
||||
{
|
||||
Player->TakeHit(1);
|
||||
Destroy(); // Enemy dies on collision with player
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Step 4.4: Update Bullet Collision Logic
|
||||
|
||||
Now that enemies exist, we can complete the bullet collision logic.
|
||||
|
||||
### Open STGProjectile.cpp
|
||||
|
||||
Find the `OnOverlapBegin` function and update the player bullet section:
|
||||
|
||||
```cpp
|
||||
void ASTGProjectile::OnOverlapBegin(UPrimitiveComponent* OverlappedComp, AActor* OtherActor,
|
||||
UPrimitiveComponent* OtherComp, int32 OtherBodyIndex,
|
||||
bool bFromSweep, const FHitResult& SweepResult)
|
||||
{
|
||||
if (OtherActor && OtherActor != this)
|
||||
{
|
||||
if (bIsPlayerBullet)
|
||||
{
|
||||
// Player bullet hits enemy
|
||||
ASTGEnemy* Enemy = Cast<ASTGEnemy>(OtherActor);
|
||||
if (Enemy)
|
||||
{
|
||||
Enemy->HandleDamage(Damage);
|
||||
Destroy();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Enemy bullet hits player
|
||||
ASTGPawn* Player = Cast<ASTGPawn>(OtherActor);
|
||||
if (Player)
|
||||
{
|
||||
Player->TakeHit(1);
|
||||
Destroy();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Add include at top of STGProjectile.cpp:
|
||||
|
||||
```cpp
|
||||
#include "STGEnemy.h" // Add this line
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Step 4.5: Compile the Code
|
||||
|
||||
### In Unreal Editor:
|
||||
|
||||
1. Click **"Compile"** button (bottom right)
|
||||
2. Wait for compilation (~30-60 seconds)
|
||||
3. Check for errors in Output Log
|
||||
|
||||
OR
|
||||
|
||||
### In VS Code:
|
||||
|
||||
1. Open terminal in VS Code (`Ctrl+` `)
|
||||
2. Run build command (project-specific)
|
||||
3. Wait for build to finish
|
||||
|
||||
### Expected Result:
|
||||
|
||||
- ✅ Compilation succeeds
|
||||
- ✅ "C++ Classes" folder in Content Browser shows `STGEnemy`
|
||||
- ✅ No errors in Output Log
|
||||
|
||||
---
|
||||
|
||||
## Step 4.6: Create Blueprint Child
|
||||
|
||||
Create a **minimal Blueprint** that inherits from STGEnemy. This Blueprint is ONLY for visual assets!
|
||||
|
||||
1. In Content Browser, navigate to `Content → Blueprints`
|
||||
2. Right-click → **Blueprint Class**
|
||||
3. In "Pick Parent Class" window:
|
||||
- Click "All Classes" dropdown
|
||||
- Search for `STGEnemy`
|
||||
- Select it
|
||||
- Click "Select"
|
||||
4. Name it: `BP_Enemy`
|
||||
5. Double-click to open
|
||||
|
||||
### In the Blueprint Editor:
|
||||
|
||||
**Components (Left Panel):**
|
||||
- You'll see `MeshComp` and `CollisionComp` from C++
|
||||
- NO NEED to add them manually!
|
||||
|
||||
**Variables (My Blueprint Panel):**
|
||||
- You'll see all 15 variables from C++ (MaxHealth, VerticalSpeed, etc.)
|
||||
- NO NEED to create them!
|
||||
- All default values are already set from C++!
|
||||
|
||||
**What to do:**
|
||||
- NOTHING for now! All logic is in C++
|
||||
- Compile and Save
|
||||
|
||||
---
|
||||
|
||||
## Step 4.7: Test Enemy Spawning
|
||||
|
||||
1. Drag `BP_Enemy` from Content Browser into the level
|
||||
2. Position it above the player (Y = 0, X = 500 or so)
|
||||
3. Press **Play** (`Alt+P`)
|
||||
|
||||
### Expected Result
|
||||
|
||||
**In Play Mode Window:**
|
||||
|
||||
**Enemy behavior:**
|
||||
- ✅ Enemy appears above player
|
||||
- ✅ Enemy moves downward smoothly
|
||||
- ✅ Enemy moves in sine wave pattern (left-right oscillation)
|
||||
- ✅ Enemy fires red bullet bursts in circular pattern
|
||||
- ✅ Bullets spread out in all directions (360-degree burst)
|
||||
|
||||
**Player vs Enemy:**
|
||||
- ✅ Player bullets (green) destroy enemy when they hit
|
||||
- ✅ Enemy bullets (red) damage player when they hit
|
||||
- ✅ Player takes damage and loses life when hit
|
||||
- ✅ Touching enemy directly damages player and destroys enemy
|
||||
|
||||
**Visual confirmation:**
|
||||
- Enemy is a cube/box shape (red-ish by default)
|
||||
- Enemy fires 20 red bullets in a circular burst every 0.35 seconds
|
||||
- Player can shoot enemy with green bullets
|
||||
- Score increases when enemy is destroyed (check Output Log or will see in UI later)
|
||||
|
||||
**To test collision:**
|
||||
- Fly player into enemy - both should take damage
|
||||
- Let enemy bullets hit player - player should take damage
|
||||
- Shoot enemy with player bullets - enemy health should decrease
|
||||
|
||||
**Despawning:**
|
||||
- After ~10 seconds, enemy moves off bottom of screen and disappears (auto-destroy)
|
||||
|
||||
---
|
||||
|
||||
## Step 4.8: Update Player Special Ability
|
||||
|
||||
Now that enemies exist, we can complete the special ability to destroy all enemies on screen.
|
||||
|
||||
### Open STGPawn.cpp
|
||||
|
||||
Find the `UseSpecial()` function and replace it with:
|
||||
|
||||
```cpp
|
||||
void ASTGPawn::UseSpecial()
|
||||
{
|
||||
if (!bSpecialUsed)
|
||||
{
|
||||
bSpecialUsed = true;
|
||||
|
||||
// Destroy all enemies on screen
|
||||
TArray<AActor*> FoundEnemies;
|
||||
UGameplayStatics::GetAllActorsOfClass(GetWorld(), ASTGEnemy::StaticClass(), FoundEnemies);
|
||||
for (AActor* Enemy : FoundEnemies)
|
||||
{
|
||||
Enemy->Destroy();
|
||||
}
|
||||
|
||||
// Destroy all enemy bullets (not player bullets)
|
||||
TArray<AActor*> FoundBullets;
|
||||
UGameplayStatics::GetAllActorsOfClass(GetWorld(), ASTGProjectile::StaticClass(), FoundBullets);
|
||||
for (AActor* Bullet : FoundBullets)
|
||||
{
|
||||
ASTGProjectile* Projectile = Cast<ASTGProjectile>(Bullet);
|
||||
if (Projectile && !Projectile->bIsPlayerBullet)
|
||||
{
|
||||
Projectile->Destroy();
|
||||
}
|
||||
}
|
||||
|
||||
UE_LOG(LogTemp, Warning, TEXT("SPECIAL ABILITY - Screen Cleared!"));
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Add include at top of STGPawn.cpp:
|
||||
|
||||
```cpp
|
||||
#include "STGEnemy.h" // Add this line
|
||||
```
|
||||
|
||||
### Compile again!
|
||||
|
||||
---
|
||||
|
||||
## Step 4.9: Test Special Ability
|
||||
|
||||
1. Place several `BP_Enemy` instances in the level (or duplicate the existing one)
|
||||
2. Press **Play**
|
||||
3. Let enemies spawn and fire bullets
|
||||
4. Press **X** to activate special ability
|
||||
|
||||
### Expected Result in Play Mode:
|
||||
|
||||
- ✅ All enemies disappear instantly when X is pressed
|
||||
- ✅ All red enemy bullets disappear instantly
|
||||
- ✅ Player's green bullets remain (not destroyed)
|
||||
- ✅ Message "SPECIAL ABILITY - Screen Cleared!" appears in Output Log
|
||||
- ✅ Pressing X again does nothing (ability can only be used once per game)
|
||||
|
||||
---
|
||||
|
||||
## Comparison Summary
|
||||
|
||||
### Blueprint Approach (Part 4):
|
||||
|
||||
1. Create BP_Enemy Blueprint ✅
|
||||
2. Add 2 components manually
|
||||
3. Add 16 variables one-by-one = **~20 minutes of clicking**
|
||||
4. Create Blueprint nodes for movement (~40 nodes with sine wave math)
|
||||
5. Create Blueprint nodes for firing (~30 nodes for radial burst)
|
||||
6. Create Blueprint nodes for collision detection
|
||||
7. Create Blueprint nodes for health/damage system
|
||||
8. Update BP_Player special ability nodes
|
||||
9. **Total: ~90 minutes**
|
||||
|
||||
### C++ Approach (This Part):
|
||||
|
||||
1. Create STGEnemy C++ class ✅
|
||||
2. Copy-paste header file with 15 variables **30 seconds**
|
||||
3. Copy-paste implementation file with all logic
|
||||
4. Update bullet collision (5 lines)
|
||||
5. Update player special ability (10 lines)
|
||||
6. Compile
|
||||
7. Create BP_Enemy (inherits everything from C++)
|
||||
8. **Total: ~25 minutes**
|
||||
|
||||
**Time saved: 65 minutes** ⚡⚡⚡
|
||||
|
||||
---
|
||||
|
||||
## What's Next?
|
||||
|
||||
In Part 5, we'll create the enemy spawner in C++. You'll see how easy it is to manage spawn rates and difficulty curves with code!
|
||||
|
||||
---
|
||||
|
||||
[← Previous: Part 3 (C++) - Create the Bullet](part-3-cpp-create-bullet.md) | [Back to Index](README.md) | [Next: Part 5 (C++) - Create Enemy Spawner →](part-5-cpp-create-spawner.md)
|
||||
247
games/unreal/tutorial/part-5-cpp-create-spawner.md
Normal file
247
games/unreal/tutorial/part-5-cpp-create-spawner.md
Normal file
@ -0,0 +1,247 @@
|
||||
# Part 5 (C++): Create Enemy Spawner
|
||||
|
||||
[← Previous: Part 4 (C++) - Create the Enemy](part-4-cpp-create-enemy.md) | [Back to Index](README.md) | [Next: Part 6 (C++) - Create Game Director →](part-6-cpp-create-game-director.md)
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
Create an enemy spawner that gradually increases difficulty over time. Copy-paste variables instead of manual UI configuration.
|
||||
|
||||
**Time comparison:**
|
||||
- Blueprint: ~40 minutes (variables + curve setup + Blueprint nodes)
|
||||
- C++ (this part): ~10 minutes (copy-paste code)
|
||||
|
||||
---
|
||||
|
||||
## Step 5.1: Create STGEnemySpawner C++ Class
|
||||
|
||||
1. **Tools → New C++ Class** → Actor → Name: `STGEnemySpawner`
|
||||
2. Wait for compilation
|
||||
|
||||
---
|
||||
|
||||
## Step 5.2: Define Spawner Variables
|
||||
|
||||
### Open STGEnemySpawner.h in VS Code
|
||||
|
||||
Replace content with:
|
||||
|
||||
```cpp
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "STGEnemySpawner.generated.h"
|
||||
|
||||
UCLASS()
|
||||
class BULLETHELLGAME_API ASTGEnemySpawner : public AActor
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
ASTGEnemySpawner();
|
||||
|
||||
protected:
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
public:
|
||||
virtual void Tick(float DeltaTime) override;
|
||||
|
||||
// ===== SPAWNING VARIABLES =====
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawning")
|
||||
float SpawnAreaHalfWidth = 900.0f;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawning")
|
||||
float GameDuration = 300.0f; // 5 minutes
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawning")
|
||||
int32 MaxSimultaneousEnemies = 120;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawning")
|
||||
float BaseSpawnInterval = 2.0f;
|
||||
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Spawning")
|
||||
float ElapsedTime = 0.0f;
|
||||
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Spawning")
|
||||
bool bSpawningActive = true;
|
||||
|
||||
private:
|
||||
float SpawnTimer = 0.0f;
|
||||
float CurrentSpawnInterval = 2.0f;
|
||||
|
||||
void SpawnEnemy();
|
||||
float CalculateSpawnInterval();
|
||||
FVector GetRandomSpawnLocation();
|
||||
};
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Step 5.3: Implement Spawner Logic
|
||||
|
||||
### Open STGEnemySpawner.cpp
|
||||
|
||||
Replace with:
|
||||
|
||||
```cpp
|
||||
#include "STGEnemySpawner.h"
|
||||
#include "STGEnemy.h"
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
|
||||
ASTGEnemySpawner::ASTGEnemySpawner()
|
||||
{
|
||||
PrimaryActorTick.bCanEverTick = true;
|
||||
}
|
||||
|
||||
void ASTGEnemySpawner::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
ElapsedTime = 0.0f;
|
||||
SpawnTimer = 0.0f;
|
||||
CurrentSpawnInterval = BaseSpawnInterval;
|
||||
}
|
||||
|
||||
void ASTGEnemySpawner::Tick(float DeltaTime)
|
||||
{
|
||||
Super::Tick(DeltaTime);
|
||||
|
||||
if (!bSpawningActive)
|
||||
return;
|
||||
|
||||
ElapsedTime += DeltaTime;
|
||||
|
||||
// Stop spawning after game duration
|
||||
if (ElapsedTime >= GameDuration)
|
||||
{
|
||||
bSpawningActive = false;
|
||||
return;
|
||||
}
|
||||
|
||||
// Update spawn interval based on difficulty curve
|
||||
CurrentSpawnInterval = CalculateSpawnInterval();
|
||||
|
||||
// Spawn timer
|
||||
SpawnTimer -= DeltaTime;
|
||||
if (SpawnTimer <= 0.0f)
|
||||
{
|
||||
// Check enemy count
|
||||
TArray<AActor*> FoundEnemies;
|
||||
UGameplayStatics::GetAllActorsOfClass(GetWorld(), ASTGEnemy::StaticClass(), FoundEnemies);
|
||||
|
||||
if (FoundEnemies.Num() < MaxSimultaneousEnemies)
|
||||
{
|
||||
SpawnEnemy();
|
||||
}
|
||||
|
||||
SpawnTimer = CurrentSpawnInterval;
|
||||
}
|
||||
}
|
||||
|
||||
void ASTGEnemySpawner::SpawnEnemy()
|
||||
{
|
||||
FVector SpawnLocation = GetRandomSpawnLocation();
|
||||
FRotator SpawnRotation = FRotator::ZeroRotator;
|
||||
|
||||
ASTGEnemy* NewEnemy = GetWorld()->SpawnActor<ASTGEnemy>(
|
||||
ASTGEnemy::StaticClass(),
|
||||
SpawnLocation,
|
||||
SpawnRotation
|
||||
);
|
||||
}
|
||||
|
||||
float ASTGEnemySpawner::CalculateSpawnInterval()
|
||||
{
|
||||
// Difficulty curve: spawn faster as time progresses
|
||||
float GameProgress = ElapsedTime / GameDuration; // 0.0 to 1.0
|
||||
|
||||
// Start at BaseSpawnInterval, reduce to 0.5 seconds at end
|
||||
float MinInterval = 0.5f;
|
||||
float Interval = FMath::Lerp(BaseSpawnInterval, MinInterval, GameProgress);
|
||||
|
||||
return FMath::Max(Interval, MinInterval);
|
||||
}
|
||||
|
||||
FVector ASTGEnemySpawner::GetRandomSpawnLocation()
|
||||
{
|
||||
// Spawn at top of screen, random X position
|
||||
FVector SpawnLoc = GetActorLocation();
|
||||
SpawnLoc.Y = FMath::FRandRange(-SpawnAreaHalfWidth, SpawnAreaHalfWidth);
|
||||
SpawnLoc.X = 800.0f; // Top of play area
|
||||
SpawnLoc.Z = 0.0f;
|
||||
|
||||
return SpawnLoc;
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Step 5.4: Compile
|
||||
|
||||
1. Click **Compile** in Unreal Editor
|
||||
2. Wait for compilation
|
||||
3. Check for errors
|
||||
|
||||
---
|
||||
|
||||
## Step 5.5: Place Spawner in Level
|
||||
|
||||
1. From Content Browser "C++ Classes" folder, find `STGEnemySpawner`
|
||||
2. Can either:
|
||||
- **Option A**: Drag directly into level (no Blueprint needed!)
|
||||
- **Option B**: Create `BP_EnemySpawner` Blueprint child for tweaking values in editor
|
||||
|
||||
3. Position spawner at origin (0, 0, 0) or anywhere - location doesn't matter for spawning
|
||||
|
||||
---
|
||||
|
||||
## Step 5.6: Test Spawning
|
||||
|
||||
1. Remove any manually-placed enemies from level
|
||||
2. Make sure spawner is placed
|
||||
3. Press **Play**
|
||||
|
||||
### Expected Result in Play Mode:
|
||||
|
||||
**Spawning behavior:**
|
||||
- ✅ Enemies spawn at top of screen every ~2 seconds initially
|
||||
- ✅ Spawn rate gradually increases (gets faster over time)
|
||||
- ✅ Enemies spawn at random horizontal positions
|
||||
- ✅ Maximum of 120 enemies on screen at once
|
||||
- ✅ After 5 minutes (300 seconds), spawning stops
|
||||
|
||||
**Visual confirmation:**
|
||||
- Enemies appear from top edge of screen
|
||||
- Each spawns at a different Y position (left-right spread)
|
||||
- As time passes, enemies spawn more frequently
|
||||
- Game becomes progressively harder
|
||||
|
||||
**Performance:**
|
||||
- Even with many enemies, game maintains 60 FPS
|
||||
- No lag or stuttering when many enemies/bullets on screen
|
||||
|
||||
---
|
||||
|
||||
## Comparison Summary
|
||||
|
||||
### Blueprint: ~40 minutes
|
||||
- Create spawner Blueprint
|
||||
- Add 6 variables manually
|
||||
- Create spawn rate curve asset
|
||||
- Complex Blueprint nodes for curve sampling
|
||||
- Random position calculation nodes
|
||||
- Enemy counting logic
|
||||
|
||||
### C++: ~10 minutes
|
||||
- Create C++ class
|
||||
- Copy-paste variables and logic
|
||||
- Compile
|
||||
- Place in level
|
||||
|
||||
**Time saved: 30 minutes** ⚡
|
||||
|
||||
---
|
||||
|
||||
[← Previous: Part 4 (C++) - Create the Enemy](part-4-cpp-create-enemy.md) | [Back to Index](README.md) | [Next: Part 6 (C++) - Create Game Director →](part-6-cpp-create-game-director.md)
|
||||
167
games/unreal/tutorial/part-6-cpp-create-game-director.md
Normal file
167
games/unreal/tutorial/part-6-cpp-create-game-director.md
Normal file
@ -0,0 +1,167 @@
|
||||
# Part 6 (C++): Create Game Director
|
||||
|
||||
[← Previous: Part 5 (C++) - Create Enemy Spawner](part-5-cpp-create-spawner.md) | [Back to Index](README.md) | [Next: Part 7 (C++) - Create UI →](part-7-cpp-create-ui.md)
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
Create a Game Director to manage the game timer, victory/defeat conditions, and overall game state.
|
||||
|
||||
**Time:** ~10 minutes
|
||||
|
||||
---
|
||||
|
||||
## Step 6.1: Create STGGameDirector C++ Class
|
||||
|
||||
1. **Tools → New C++ Class** → Actor → Name: `STGGameDirector`
|
||||
2. Wait for compilation
|
||||
|
||||
---
|
||||
|
||||
## Step 6.2: Define Game Director Variables
|
||||
|
||||
### STGGameDirector.h:
|
||||
|
||||
```cpp
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "STGGameDirector.generated.h"
|
||||
|
||||
UCLASS()
|
||||
class BULLETHELLGAME_API ASTGGameDirector : public AActor
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
ASTGGameDirector();
|
||||
|
||||
protected:
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
public:
|
||||
virtual void Tick(float DeltaTime) override;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Game")
|
||||
float GameDuration = 300.0f;
|
||||
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Game")
|
||||
float ElapsedTime = 0.0f;
|
||||
|
||||
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Game")
|
||||
bool bGameActive = true;
|
||||
|
||||
void OnPlayerDied();
|
||||
void OnVictory();
|
||||
void OnGameOver();
|
||||
};
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Step 6.3: Implement Game Director
|
||||
|
||||
### STGGameDirector.cpp:
|
||||
|
||||
```cpp
|
||||
#include "STGGameDirector.h"
|
||||
#include "Kismet/GameplayStatics.h"
|
||||
|
||||
ASTGGameDirector::ASTGGameDirector()
|
||||
{
|
||||
PrimaryActorTick.bCanEverTick = true;
|
||||
}
|
||||
|
||||
void ASTGGameDirector::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
ElapsedTime = 0.0f;
|
||||
bGameActive = true;
|
||||
}
|
||||
|
||||
void ASTGGameDirector::Tick(float DeltaTime)
|
||||
{
|
||||
Super::Tick(DeltaTime);
|
||||
|
||||
if (!bGameActive)
|
||||
return;
|
||||
|
||||
ElapsedTime += DeltaTime;
|
||||
|
||||
// Check for victory (survived full duration)
|
||||
if (ElapsedTime >= GameDuration)
|
||||
{
|
||||
OnVictory();
|
||||
}
|
||||
}
|
||||
|
||||
void ASTGGameDirector::OnPlayerDied()
|
||||
{
|
||||
OnGameOver();
|
||||
}
|
||||
|
||||
void ASTGGameDirector::OnVictory()
|
||||
{
|
||||
bGameActive = false;
|
||||
UE_LOG(LogTemp, Warning, TEXT("VICTORY! You survived %f seconds!"), ElapsedTime);
|
||||
|
||||
// Pause game
|
||||
UGameplayStatics::SetGamePaused(GetWorld(), true);
|
||||
}
|
||||
|
||||
void ASTGGameDirector::OnGameOver()
|
||||
{
|
||||
bGameActive = false;
|
||||
UE_LOG(LogTemp, Warning, TEXT("GAME OVER! Survived %f seconds"), ElapsedTime);
|
||||
|
||||
// Pause game
|
||||
UGameplayStatics::SetGamePaused(GetWorld(), true);
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Step 6.4: Update Player Death to Notify Director
|
||||
|
||||
### In STGPawn.cpp, update HandleDeath():
|
||||
|
||||
```cpp
|
||||
void ASTGPawn::HandleDeath()
|
||||
{
|
||||
SetActorHiddenInGame(true);
|
||||
|
||||
// Find and notify Game Director
|
||||
TArray<AActor*> FoundDirectors;
|
||||
UGameplayStatics::GetAllActorsOfClass(GetWorld(), ASTGGameDirector::StaticClass(), FoundDirectors);
|
||||
if (FoundDirectors.Num() > 0)
|
||||
{
|
||||
ASTGGameDirector* Director = Cast<ASTGGameDirector>(FoundDirectors[0]);
|
||||
if (Director)
|
||||
{
|
||||
Director->OnPlayerDied();
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Add include: `#include "STGGameDirector.h"`
|
||||
|
||||
---
|
||||
|
||||
## Step 6.5: Place Director in Level and Test
|
||||
|
||||
1. Drag `STGGameDirector` from C++ Classes into level
|
||||
2. Press Play
|
||||
3. Wait 5 minutes OR let player die
|
||||
|
||||
### Expected Result:
|
||||
|
||||
- ✅ Timer counts up from 0
|
||||
- ✅ After 300 seconds: "VICTORY!" message, game pauses
|
||||
- ✅ If player dies: "GAME OVER!" message, game pauses
|
||||
|
||||
---
|
||||
|
||||
[← Previous: Part 5 (C++) - Create Enemy Spawner](part-5-cpp-create-spawner.md) | [Back to Index](README.md) | [Next: Part 7 (C++) - Create UI →](part-7-cpp-create-ui.md)
|
||||
209
games/unreal/tutorial/part-7-cpp-create-ui.md
Normal file
209
games/unreal/tutorial/part-7-cpp-create-ui.md
Normal file
@ -0,0 +1,209 @@
|
||||
# Part 7 (C++): Create UI
|
||||
|
||||
[← Previous: Part 6 (C++) - Create Game Director](part-6-cpp-create-game-director.md) | [Back to Index](README.md) | [Next: Part 8 (C++) - Create Game Mode →](part-8-cpp-create-game-mode.md)
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
For UI, we use **Widget Blueprints** for visual layout (drag-and-drop is better for UI design), but bind to C++ properties for data.
|
||||
|
||||
**Time:** ~15 minutes
|
||||
|
||||
---
|
||||
|
||||
## Step 7.1: Create Widget Blueprint
|
||||
|
||||
1. Content Browser → UI folder
|
||||
2. Right-click → **User Interface → Widget Blueprint**
|
||||
3. Name: `WBP_HUD`
|
||||
4. Double-click to open Widget Designer
|
||||
|
||||
---
|
||||
|
||||
## Step 7.2: Design HUD Layout
|
||||
|
||||
In Widget Designer:
|
||||
|
||||
1. **Add Text blocks** (from Palette → Common):
|
||||
- `txt_Score` - Display score
|
||||
- `txt_Lives` - Display lives
|
||||
- `txt_Timer` - Display time remaining
|
||||
|
||||
2. **Position them** (top-left corner):
|
||||
- Score: Top-left (0, 0)
|
||||
- Lives: Below score (0, 30)
|
||||
- Timer: Below lives (0, 60)
|
||||
|
||||
3. **Style text:**
|
||||
- Font Size: 24
|
||||
- Color: White
|
||||
- Set default text: "Score: 0", "Lives: 3", "Time: 300"
|
||||
|
||||
4. **Compile and Save**
|
||||
|
||||
---
|
||||
|
||||
## Step 7.3: Create HUD Manager C++ Class
|
||||
|
||||
We'll create a simple C++ class to update the UI.
|
||||
|
||||
### Create STGHUDManager.h:
|
||||
|
||||
```cpp
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/Actor.h"
|
||||
#include "STGHUDManager.generated.h"
|
||||
|
||||
UCLASS()
|
||||
class BULLETHELLGAME_API ASTGHUDManager : public AActor
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
ASTGHUDManager();
|
||||
|
||||
protected:
|
||||
virtual void BeginPlay() override;
|
||||
|
||||
public:
|
||||
virtual void Tick(float DeltaTime) override;
|
||||
|
||||
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "UI")
|
||||
TSubclassOf<class UUserWidget> HUDWidgetClass;
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "UI")
|
||||
void UpdateScore(int32 NewScore);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "UI")
|
||||
void UpdateLives(int32 NewLives);
|
||||
|
||||
UFUNCTION(BlueprintCallable, Category = "UI")
|
||||
void UpdateTimer(float TimeRemaining);
|
||||
|
||||
private:
|
||||
class UUserWidget* HUDWidget;
|
||||
};
|
||||
```
|
||||
|
||||
### STGHUDManager.cpp:
|
||||
|
||||
```cpp
|
||||
#include "STGHUDManager.h"
|
||||
#include "Blueprint/UserWidget.h"
|
||||
#include "Components/TextBlock.h"
|
||||
|
||||
ASTGHUDManager::ASTGHUDManager()
|
||||
{
|
||||
PrimaryActorTick.bCanEverTick = true;
|
||||
}
|
||||
|
||||
void ASTGHUDManager::BeginPlay()
|
||||
{
|
||||
Super::BeginPlay();
|
||||
|
||||
if (HUDWidgetClass)
|
||||
{
|
||||
HUDWidget = CreateWidget<UUserWidget>(GetWorld(), HUDWidgetClass);
|
||||
if (HUDWidget)
|
||||
{
|
||||
HUDWidget->AddToViewport();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ASTGHUDManager::Tick(float DeltaTime)
|
||||
{
|
||||
Super::Tick(DeltaTime);
|
||||
}
|
||||
|
||||
void ASTGHUDManager::UpdateScore(int32 NewScore)
|
||||
{
|
||||
if (HUDWidget)
|
||||
{
|
||||
UTextBlock* ScoreText = Cast<UTextBlock>(HUDWidget->GetWidgetFromName(TEXT("txt_Score")));
|
||||
if (ScoreText)
|
||||
{
|
||||
ScoreText->SetText(FText::Format(FText::FromString("Score: {0}"), NewScore));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ASTGHUDManager::UpdateLives(int32 NewLives)
|
||||
{
|
||||
if (HUDWidget)
|
||||
{
|
||||
UTextBlock* LivesText = Cast<UTextBlock>(HUDWidget->GetWidgetFromName(TEXT("txt_Lives")));
|
||||
if (LivesText)
|
||||
{
|
||||
LivesText->SetText(FText::Format(FText::FromString("Lives: {0}"), NewLives));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ASTGHUDManager::UpdateTimer(float TimeRemaining)
|
||||
{
|
||||
if (HUDWidget)
|
||||
{
|
||||
UTextBlock* TimerText = Cast<UTextBlock>(HUDWidget->GetWidgetFromName(TEXT("txt_Timer")));
|
||||
if (TimerText)
|
||||
{
|
||||
int32 Seconds = FMath::CeilToInt(TimeRemaining);
|
||||
TimerText->SetText(FText::Format(FText::FromString("Time: {0}s"), Seconds));
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Step 7.4: Integrate HUD with Game
|
||||
|
||||
1. Place `STGHUDManager` in level
|
||||
2. Select it, in Details panel:
|
||||
- Set **HUD Widget Class** → `WBP_HUD`
|
||||
|
||||
3. Update `STGGameDirector` to update timer:
|
||||
|
||||
```cpp
|
||||
void ASTGGameDirector::Tick(float DeltaTime)
|
||||
{
|
||||
// ... existing code ...
|
||||
|
||||
// Update HUD
|
||||
TArray<AActor*> FoundManagers;
|
||||
UGameplayStatics::GetAllActorsOfClass(GetWorld(), ASTGHUDManager::StaticClass(), FoundManagers);
|
||||
if (FoundManagers.Num() > 0)
|
||||
{
|
||||
ASTGHUDManager* HUDMgr = Cast<ASTGHUDManager>(FoundManagers[0]);
|
||||
if (HUDMgr)
|
||||
{
|
||||
HUDMgr->UpdateTimer(GameDuration - ElapsedTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
4. Update `STGPawn` to update score/lives when they change
|
||||
|
||||
---
|
||||
|
||||
## Step 7.5: Test UI
|
||||
|
||||
Press Play
|
||||
|
||||
### Expected Result:
|
||||
|
||||
**In Play Mode:**
|
||||
- ✅ UI appears in top-left corner
|
||||
- ✅ "Score: 0", "Lives: 3", "Time: 300" displayed
|
||||
- ✅ Timer counts down from 300
|
||||
- ✅ Score increases when enemies are destroyed
|
||||
- ✅ Lives decrease when player is hit
|
||||
- ✅ Text is readable (white on dark background)
|
||||
|
||||
---
|
||||
|
||||
[← Previous: Part 6 (C++) - Create Game Director](part-6-cpp-create-game-director.md) | [Back to Index](README.md) | [Next: Part 8 (C++) - Create Game Mode →](part-8-cpp-create-game-mode.md)
|
||||
96
games/unreal/tutorial/part-8-cpp-create-game-mode.md
Normal file
96
games/unreal/tutorial/part-8-cpp-create-game-mode.md
Normal file
@ -0,0 +1,96 @@
|
||||
# Part 8 (C++): Create Game Mode
|
||||
|
||||
[← Previous: Part 7 (C++) - Create UI](part-7-cpp-create-ui.md) | [Back to Index](README.md) | [Next: Part 9 (C++) - Final Setup →](part-9-cpp-final-setup.md)
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
Create a custom Game Mode to set the default pawn class and manage game rules.
|
||||
|
||||
**Time:** ~5 minutes
|
||||
|
||||
---
|
||||
|
||||
## Step 8.1: Create STGGameMode C++ Class
|
||||
|
||||
1. **Tools → New C++ Class**
|
||||
2. Choose **"Game Mode Base"** as parent
|
||||
3. Name: `STGGameMode`
|
||||
4. Create Class
|
||||
|
||||
---
|
||||
|
||||
## Step 8.2: Define Game Mode
|
||||
|
||||
### STGGameMode.h:
|
||||
|
||||
```cpp
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "GameFramework/GameModeBase.h"
|
||||
#include "STGGameMode.generated.h"
|
||||
|
||||
UCLASS()
|
||||
class BULLETHELLGAME_API ASTGGameMode : public AGameModeBase
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
ASTGGameMode();
|
||||
};
|
||||
```
|
||||
|
||||
### STGGameMode.cpp:
|
||||
|
||||
```cpp
|
||||
#include "STGGameMode.h"
|
||||
#include "STGPawn.h"
|
||||
|
||||
ASTGGameMode::ASTGGameMode()
|
||||
{
|
||||
// Set default pawn class to our player
|
||||
DefaultPawnClass = ASTGPawn::StaticClass();
|
||||
|
||||
// Disable auto-possess (we'll handle spawning ourselves)
|
||||
bStartPlayersAsSpectators = false;
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Step 8.3: Set Game Mode in Project Settings
|
||||
|
||||
1. **Edit → Project Settings**
|
||||
2. **Project → Maps & Modes**
|
||||
3. Under "Default Modes":
|
||||
- **Default GameMode** → Select `STGGameMode`
|
||||
4. Close Project Settings
|
||||
|
||||
---
|
||||
|
||||
## Step 8.4: Test
|
||||
|
||||
Create a new level or use existing one:
|
||||
|
||||
1. **File → New Level** → Empty Level
|
||||
2. Save as `BulletHellLevel`
|
||||
3. Add:
|
||||
- Player Start (from Place Actors panel)
|
||||
- STGEnemySpawner
|
||||
- STGGameDirector
|
||||
- STGHUDManager
|
||||
- Directional Light (for visibility)
|
||||
|
||||
4. Press Play
|
||||
|
||||
### Expected Result:
|
||||
|
||||
- ✅ Player automatically spawns at Player Start location
|
||||
- ✅ No need to manually drag BP_Player into level
|
||||
- ✅ All game systems work together
|
||||
|
||||
---
|
||||
|
||||
[← Previous: Part 7 (C++) - Create UI](part-7-cpp-create-ui.md) | [Back to Index](README.md) | [Next: Part 9 (C++) - Final Setup →](part-9-cpp-final-setup.md)
|
||||
160
games/unreal/tutorial/part-9-cpp-final-setup.md
Normal file
160
games/unreal/tutorial/part-9-cpp-final-setup.md
Normal file
@ -0,0 +1,160 @@
|
||||
# Part 9 (C++): Final Setup
|
||||
|
||||
[← Previous: Part 8 (C++) - Create Game Mode](part-8-cpp-create-game-mode.md) | [Back to Index](README.md)
|
||||
|
||||
---
|
||||
|
||||
## Overview
|
||||
|
||||
Polish the game with visual assets, materials, and final tweaks.
|
||||
|
||||
**Time:** ~15 minutes
|
||||
|
||||
---
|
||||
|
||||
## Step 9.1: Assign Better Visuals to Blueprints
|
||||
|
||||
Now we use Blueprints for what they're good at: assigning visual assets!
|
||||
|
||||
### BP_Player:
|
||||
|
||||
1. Open `BP_Player`
|
||||
2. Select `ShipMesh` component
|
||||
3. In Details:
|
||||
- **Static Mesh** → Keep Cone or choose a spaceship model
|
||||
- **Material** → Create or assign a green emissive material
|
||||
4. Compile and Save
|
||||
|
||||
### BP_Enemy:
|
||||
|
||||
1. Open `BP_Enemy`
|
||||
2. Select `MeshComp` component
|
||||
3. In Details:
|
||||
- **Static Mesh** → Keep Cube or choose enemy model
|
||||
- **Material** → Create or assign a red emissive material
|
||||
4. Compile and Save
|
||||
|
||||
### BP_Bullet (if you created one):
|
||||
|
||||
1. Same process - assign materials for player (green) vs enemy (red) bullets
|
||||
|
||||
---
|
||||
|
||||
## Step 9.2: Create Background
|
||||
|
||||
1. In level, add **Plane** (from Place Actors → Basic → Plane)
|
||||
2. Scale it large (Scale: 50, 50, 1)
|
||||
3. Position below player (Z: -100)
|
||||
4. Assign dark material (black or dark blue)
|
||||
5. This provides contrast for bullets and enemies
|
||||
|
||||
---
|
||||
|
||||
## Step 9.3: Adjust Camera
|
||||
|
||||
If camera needs adjustment:
|
||||
|
||||
1. Select BP_Player in level
|
||||
2. Find `SpringArm` component
|
||||
3. Adjust:
|
||||
- **Target Arm Length** - Higher = further away camera
|
||||
- **Socket Offset** - Adjust view position
|
||||
|
||||
---
|
||||
|
||||
## Step 9.4: Final Testing
|
||||
|
||||
Press Play and verify:
|
||||
|
||||
**Gameplay:**
|
||||
- ✅ Player moves smoothly with WASD
|
||||
- ✅ Player fires green bullets in spread pattern
|
||||
- ✅ Enemies spawn from top
|
||||
- ✅ Enemies move in sine wave pattern
|
||||
- ✅ Enemies fire red bullet bursts
|
||||
- ✅ Collision detection works (bullets hit enemies, enemies hit player)
|
||||
- ✅ Score increases when enemies destroyed
|
||||
- ✅ Lives decrease when hit
|
||||
- ✅ Special ability clears screen (X key)
|
||||
- ✅ Timer counts down
|
||||
- ✅ Victory after 300 seconds
|
||||
- ✅ Game over if lives reach 0
|
||||
|
||||
**Visual Polish:**
|
||||
- ✅ Player and enemies have distinct colors
|
||||
- ✅ Bullets are visible and distinguishable
|
||||
- ✅ UI is readable
|
||||
- ✅ Background provides good contrast
|
||||
|
||||
**Performance:**
|
||||
- ✅ 60 FPS with 100+ bullets on screen
|
||||
- ✅ No lag or stuttering
|
||||
|
||||
---
|
||||
|
||||
## Step 9.5: Build Standalone Game (Optional)
|
||||
|
||||
To build a playable executable:
|
||||
|
||||
1. **File → Package Project → Windows** (or Linux)
|
||||
2. Choose output folder
|
||||
3. Wait for build (5-10 minutes)
|
||||
4. Run the `.exe` file from output folder
|
||||
|
||||
---
|
||||
|
||||
## Completion Summary
|
||||
|
||||
### Total Time Comparison
|
||||
|
||||
| Part | Blueprint | C++ | Time Saved |
|
||||
|------|-----------|-----|------------|
|
||||
| 1. Project Setup | 5 min | 10 min | -5 min |
|
||||
| 2. Player | 60 min | 15 min | 45 min ⚡ |
|
||||
| 3. Bullet | 30 min | 10 min | 20 min ⚡ |
|
||||
| 4. Enemy | 90 min | 25 min | 65 min ⚡ |
|
||||
| 5. Spawner | 40 min | 10 min | 30 min ⚡ |
|
||||
| 6. Game Director | 45 min | 10 min | 35 min ⚡ |
|
||||
| 7. UI | 30 min | 15 min | 15 min ⚡ |
|
||||
| 8. Game Mode | 20 min | 5 min | 15 min ⚡ |
|
||||
| 9. Final Setup | 40 min | 15 min | 25 min ⚡ |
|
||||
| **TOTAL** | **6-8 hours** | **2-3 hours** | **4-5 hours saved!** ⚡⚡⚡ |
|
||||
|
||||
### Key Benefits Achieved
|
||||
|
||||
✅ **90% faster variable definition** - copy-paste vs clicking
|
||||
✅ **Version control friendly** - readable C++ diffs instead of binary Blueprints
|
||||
✅ **Type-safe** - compiler catches errors before runtime
|
||||
✅ **IDE support** - autocomplete, refactoring, debugging
|
||||
✅ **Easier to maintain** - code is documentation
|
||||
✅ **Reusable** - copy C++ files to new projects instantly
|
||||
|
||||
### Hybrid Approach Used
|
||||
|
||||
- **C++ for logic** - All game mechanics, variables, algorithms
|
||||
- **Blueprints for visuals** - Meshes, materials, colors
|
||||
- **Best of both worlds** - Fast development + visual asset management
|
||||
|
||||
---
|
||||
|
||||
## What's Next?
|
||||
|
||||
**Extend the game:**
|
||||
- Add power-ups
|
||||
- Multiple enemy types
|
||||
- Boss battles
|
||||
- Sound effects and music
|
||||
- Particle effects
|
||||
- Leaderboard system
|
||||
|
||||
**All easily done in C++** with the same copy-paste efficiency!
|
||||
|
||||
---
|
||||
|
||||
## Congratulations! 🎉
|
||||
|
||||
You've built a complete bullet-hell game in Unreal Engine using C++ in 2-3 hours instead of 6-8 hours with Blueprints!
|
||||
|
||||
---
|
||||
|
||||
[← Previous: Part 8 (C++) - Create Game Mode](part-8-cpp-create-game-mode.md) | [Back to Index](README.md)
|
||||
Loading…
Reference in New Issue
Block a user