praca_magisterska/games/unreal/tutorial/part-9-final-setup.md

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Part 9: Final Setup and Testing

← Previous: Part 8 - Game Mode and Level | Back to Index | Appendix A: Variables →


Step 9.1: Assign Blueprint References

1. Open BP_Player

  • In Details panel (with blueprint open)
  • Set BulletClass: BP_Bullet

2. Open BP_EnemySpawner

  • Set EnemyClass: BP_Enemy

3. Open BP_Enemy

  • Set BulletClass: BP_Bullet

4. Compile and Save all blueprints

Expected Result after Compile (all blueprints)

  • All blueprints compile with GREEN checkmark
  • No "None" or missing references in variable defaults
  • BP_Player.BulletClass → BP_Bullet
  • BP_Enemy.BulletClass → BP_Bullet
  • BP_EnemySpawner.EnemyClass → BP_Enemy

Expected Result in Play mode

  • Player can shoot bullets (BP_Bullet spawns)
  • Enemies spawn and shoot bullets
  • All collision/damage systems functional

Step 9.2: Create Final Visuals (Replace Placeholder)

Now replace the temporary cube visuals with proper colored materials:

1. REMOVE TEMPORARY COMPONENTS

  1. Open BP_Player blueprint
  2. In Components panel, select "TempVisual" (the cube added in Step 2.2)
  3. Press Delete to remove it
  4. Select "PlayerCamera" and delete it (the level camera from Step 8.4 will be used)
  5. Repeat for BP_Bullet and BP_Enemy (delete their TempVisual cubes)

2. Content Browser → Materials folder

3. PLAYER MATERIAL

  1. Right-click → Material
  2. Name: M_Player
  3. Double-click to open Material Editor
  4. Create Vector3 node (hold 3, click)
  5. Set to blue color (0, 0.5, 1)
  6. Connect to Base Color
  7. Save and Close

4. BULLET MATERIALS

  • Create M_PlayerBullet - Yellow (1, 1, 0)
  • Create M_EnemyBullet - Red (1, 0, 0)

5. ENEMY MATERIAL

  • Create M_Enemy - Magenta (1, 0, 1)

6. Apply materials to sprite components in each Blueprint

(Or use Sprite assets if you have 2D images)

Expected Result in Play mode

  • Player visible as blue shape
  • Player bullets visible as yellow shapes
  • Enemy bullets visible as red shapes
  • Enemies visible as magenta shapes
  • All game elements distinguishable by color

Step 9.3: Add Background (Optional)

1. In level, add a Plane mesh

  • Place Actors → Basic → Plane
  • Scale: X=20, Y=30, Z=1
  • Position: X=0, Y=0, Z=-100 (behind everything)

2. Create dark space material

  • M_Background - Dark blue/black

Expected Result in Play mode

  • Dark background visible behind all game elements
  • Game elements (player, enemies, bullets) clearly visible against background
  • Background doesn't interfere with gameplay (Z=-100, behind everything)

Step 9.4: Test the Game

1. Click "Play" button (green arrow in main toolbar)

OR press Alt+P

2. TEST CHECKLIST

# Test Pass?
1 Player moves with WASD or Arrow keys
2 Player stays within screen bounds
3 Player shoots with Z key or Left Mouse
4 Bullets travel upward
5 Enemies spawn at top of screen
6 Enemies move down with wavy motion
7 Enemies shoot radial bullet patterns
8 Player bullets damage enemies
9 Enemy bullets damage player
10 Score increases when enemies die
11 Lives decrease when player is hit
12 Timer counts down from 5:00
13 Game shows "Game Over" when lives = 0
14 Game shows "Mission Complete" after 5 minutes
15 Special ability (X key) clears screen

3. To stop playing: Press ESC or click "Stop" button

Expected Result - Complete Game Test

  • All checklist items above should pass
  • Frame rate stable (60+ FPS recommended)
  • No crashes or Blueprint errors in Output Log
  • Game is playable from start to victory/defeat

Step 9.5: Build Standalone Game

  1. File → Package Project → Windows (or your platform)
  2. Select output folder
  3. Wait for build to complete
  4. Navigate to output folder → WindowsNoEditor → [ProjectName].exe
  5. Run the executable to play standalone

Expected Result

  • Build completes without errors (check Output Log)
  • Executable file created in output folder
  • Running .exe launches the game in fullscreen
  • Game plays identically to editor Play mode
  • Can close with Alt+F4 or in-game quit (if implemented)

🎉 Congratulations

You have completed the Unreal Engine Bullet Hell tutorial!

Your game includes:

  • Player with 3 lives, WASD movement, Z/mouse shooting
  • Volley shooting (3 bullets in spread pattern)
  • Screen-clear special ability (X key, one use)
  • Enemies with sine-wave movement
  • Radial bullet patterns (20 bullets per burst)
  • Progressive difficulty (spawn rate increases over 5 minutes)
  • Score, lives, and timer UI
  • Victory after 5 minutes survival
  • Game over when lives reach 0

Additional Resources


← Previous: Part 8 - Game Mode and Level | Back to Index | Appendix A: Variables →