praca_magisterska/games/unreal/tutorial/part-3-create-bullet.md

17 KiB

Part 3: Create the Bullet

← Previous: Part 2 - Create the Player | Back to Index | Next: Part 4 - Create the Enemy →


Step 3.1: Create Bullet Blueprint

  1. In Content Browser → Blueprints folder

  2. Right-click → Blueprint ClassActor

  3. Name it: BP_Bullet

  4. Double-click to open

  5. Add Components:

    • Paper Sprite → name BulletSprite
    • Sphere Collision → name BulletCollision
      • Radius: 8
      • Generate Overlap Events: CHECKED
      • Collision Preset: Custom → Query Only
    • Cube (Static Mesh) → name TempVisual
      • Scale: (0.1, 0.1, 0.05) - small bullet-sized cube
      • This provides visibility until proper visuals in Part 9
  6. Create Variables:

Variable Name Type Default Value
TravelDirection Vector (0, 1, 0)
TravelSpeed Float 1200.0
RemainingLifetime Float 4.0
IsEnemyProjectile Boolean false
Damage Integer 1

Expected Result after Compile:

  • Compile button shows GREEN checkmark
  • Components panel shows: DefaultSceneRoot → BulletSprite, BulletCollision, TempVisual
  • Variables panel shows all 5 variables with correct types

Expected Result in Viewport (Blueprint Editor):

  • Small cube visible (the TempVisual placeholder)
  • Sphere collision visible (radius 8)

Step 3.2: Bullet Movement Logic

  1. In Event Graph, from Event Tick:

a) Calculate movement:

  • Get TravelDirection
  • Multiply by TravelSpeed
  • Multiply by Delta Seconds
  • Add to current location
  • Set Actor Location

b) Check lifetime:

  • Subtract Delta Seconds from RemainingLifetime
  • If <= 0: Destroy Actor

2. CREATE "Initialize" FUNCTION:

a) Add input parameters:

Parameter Type Default
Direction Vector -
Speed Float -
bIsEnemy Boolean -
Lifetime Float -
DamageValue Integer 1

b) Inside:

  • Normalize Direction → Set TravelDirection
  • Set TravelSpeed = Speed
  • Set IsEnemyProjectile = bIsEnemy
  • Set RemainingLifetime = Lifetime
  • Set Damage = DamageValue

3. Compile and Save

Expected Result after Compile:

  • Compile button shows GREEN checkmark
  • "Initialize" function appears under Functions with 5 input parameters

Expected Result in Play mode (when spawned by player):

  • Bullets move in their assigned direction at TravelSpeed
  • Bullets automatically destroy after RemainingLifetime seconds (default 4s)
  • Movement is smooth and frame-rate independent

Step 3.3: Bullet Collision Logic

  1. Click on "BulletCollision" component in Components panel

  2. In Details panel, scroll to "Events" section

    • Click "+" next to "On Component Begin Overlap"
    • This creates event node in Event Graph
  3. In the Event Graph, from "On Component Begin Overlap":

a) First, check if this is enemy projectile:

  • Get IsEnemyProjectile
  • Branch

b) IF IS ENEMY PROJECTILE (True branch):

  • Get Other Actor from the overlap event
  • Cast to BP_Player
  • If cast succeeds:
    • Call TakeHit on player, passing Damage
    • Destroy this bullet (Destroy Actor)

c) IF IS PLAYER BULLET (False branch):

  • Get Other Actor
  • Cast to BP_Enemy
  • If cast succeeds:
    • Call ApplyDamage on enemy, passing Damage
    • Destroy this bullet

4. Compile and Save

Expected Result after Compile:

  • Compile button shows GREEN checkmark
  • Event Graph shows "On Component Begin Overlap" event connected to Branch

Expected Result in Play mode:

  • Player bullets (IsEnemyProjectile=false) hitting enemies:
    • Enemy takes damage, bullet disappears
  • Enemy bullets (IsEnemyProjectile=true) hitting player:
    • Player takes hit, bullet disappears
  • Bullets passing through other objects: No effect (bullets ignore non-targets)

Step 3.4: Complete Player Firing Logic (BP_Player)

Now that BP_Bullet exists, we can complete the player's firing functions.

1. Open BP_Player Blueprint:

  • In Content Drawer, navigate to Content → Blueprints
  • Double-click "BP_Player" to open the Blueprint Editor

2. SET THE BULLET CLASS VARIABLE:

  1. In My Blueprint panel, find the BulletClass variable
  2. Click on it to select it
  3. In Details panel, find "Default Value"
  4. Click the dropdown and select BP_Bullet
  5. Compile to save the change

3. CREATE SPAWN BULLET FUNCTION:

a) In "My Blueprint" panel, under "Functions", click "+"

b) Name the function SpawnBullet

c) Double-click to open function graph

d) Add input parameters to the function:

  • In the function graph, look at the purple "SpawnBullet" entry node
  • In Details panel (right side), find "Inputs" section
  • Click "+" to add a new input parameter
Parameter Type
SpawnLocation Vector
Direction Vector

The entry node should now show two input pins: SpawnLocation and Direction

e) Build the spawning logic:

  1. Right-click → search Spawn Actor from Class → add it

  2. For the "Class" input:

    • Right-click → Get BulletClass (your variable)
    • Connect to "Class" pin
  3. For the "Spawn Transform" input:

    • Right-click on the "Spawn Transform" pin → "Split Struct Pin"
    • This splits it into Location, Rotation, Scale
    • Connect "SpawnLocation" (from entry node) to "Spawn Transform Location"
    • Leave Rotation and Scale at defaults
  4. Connect execution wire:

    • Drag from SpawnBullet entry node → Spawn Actor from Class

f) Initialize the spawned bullet:

  1. The "Spawn Actor from Class" has a "Return Value" output (the spawned actor)

    • Drag from Return Value → search Cast to BP_Bullet
    • This works now because BP_Bullet exists!
  2. From the cast's "As BP Bullet" output, drag → search Initialize

    • This calls the Initialize function on the bullet (created in Step 3.2)
    • Connect "Direction" (from entry node) to Initialize's Direction input
    • Right-click → Get BulletSpeed → connect to Speed input
    • For "bIsEnemy" input: leave unchecked (false) - player bullets aren't enemy
    • For "Lifetime": type 4.0 (or leave default)
  3. Connect execution wires:

    • Spawn Actor → Cast to BP_Bullet → Initialize

Visual:

┌───────────────────────┐      ┌─────────────────────────┐
│ SpawnBullet           │─────►│ Spawn Actor from Class  │
│ SpawnLocation ○       │      │ Class: BulletClass      │
│ Direction ○           │      │ Location: SpawnLocation │
└───────────────────────┘      └───────────┬─────────────┘
                                           │
                                           ▼
                               ┌─────────────────────────┐
                               │ Cast to BP_Bullet       │
                               └───────────┬─────────────┘
                                           │
                                           ▼
                               ┌─────────────────────────┐
                               │ Initialize              │
                               │ Direction: Direction    │
                               │ Speed: BulletSpeed      │
                               │ bIsEnemy: false         │
                               └─────────────────────────┘

g) Compile (should have no errors now)

4. CREATE FIRE VOLLEY FUNCTION:

a) In "My Blueprint" panel, under "Functions", click "+"

b) Name the function FireVolley

c) Double-click to open function graph

d) Inside FireVolley function graph, build this logic step by step:


STEP 1 - Get the volley size and check for single bullet case:

  1. You should see a purple "FireVolley" entry node on the left

    • This is where execution starts when the function is called
  2. Right-click → search Get VolleySize → add it

    • This gets your variable value (default 3)
  3. Right-click → search Equal (Integer) or == → add it

    • Connect VolleySize output to the TOP input (A)
    • Type 1 in the BOTTOM input (B)
    • This checks: is VolleySize exactly 1?
  4. From FireVolley entry node, drag execution → Branch

    • Connect the == result to Branch's "Condition" input
    • TRUE = single bullet, FALSE = multiple bullets in spread

STEP 2 - TRUE branch: Fire single bullet straight up:

  1. From Branch TRUE pin, drag execution → right-click → search SpawnBullet (the function you created in step 3 above)

  2. For SpawnBullet's "Spawn Location" input:

    • Right-click → Get Actor Location
    • Connect the output to Spawn Location
  3. For SpawnBullet's "Direction" input (fire straight UP):

    • Right-click → Make Vector
    • Set X = 1 (up in top-down view)
    • Set Y = 0
    • Set Z = 0
    • Connect to Direction input
  4. After SpawnBullet, drag execution → Return Node

    • This exits the function early (don't continue to the loop)

Visual so far:

┌─────────────┐      ┌────────────────────┐
│ FireVolley  │─────►│ Branch             │
│ (entry)     │      │ VolleySize == 1    │
└─────────────┘      └─────────┬──────────┘
                               │ TRUE
                               ▼
                     ┌─────────────────────┐
                     │ SpawnBullet         │
                     │ Location: ActorLoc  │───► Return
                     │ Direction: (1,0,0)  │
                     └─────────────────────┘

STEP 3 - FALSE branch: Fire multiple bullets in a spread pattern:

  1. From Branch FALSE pin, we need to loop through each bullet. First, calculate the starting angle:

    The spread is CENTERED on "straight up". For 3 bullets with 12° spread:

    • Bullet 0: -12° (left of center)
    • Bullet 1: 0° (center, straight up)
    • Bullet 2: +12° (right of center)

    Formula: StartAngle = -(VolleySpread * (VolleySize - 1)) / 2

  2. Calculate StartAngle:

    • Right-click → Get VolleySize

    • Right-click → Subtract (Integer) → connect VolleySize, type 1

      • Result: (VolleySize - 1) = 2 for default
    • Right-click → Get VolleySpread

    • Right-click → Multiply (float) → connect VolleySpread and (VolleySize-1)

      • NOTE: The integer will auto-convert to float
      • Result: VolleySpread * (VolleySize - 1) = 12 * 2 = 24
    • Right-click → Divide (float) → connect the multiply result, type 2

      • Result: 24 / 2 = 12
    • Right-click → Negate (float) or "Multiply by -1"

      • Result: -12 (this is StartAngle)
    • Right-click → Set → create a LOCAL variable "StartAngle" (Float)

      • OR just keep the wire connected (we'll use it in the loop)
  3. Set up the FOR loop:

    • From Branch FALSE pin, drag → right-click → search For Loop
    • "First Index": type 0
    • "Last Index": connect (VolleySize - 1)
      • You already calculated this in step 10, reuse it or calculate again:
      • Get VolleySize → Subtract 1 → connect to Last Index

    The loop will run with Index = 0, 1, 2 for VolleySize=3

  4. Inside the loop (from "Loop Body" execution pin):

    Calculate angle for THIS bullet:

    • Right-click → Multiply (float)

      • Connect loop "Index" to first input (auto-converts int to float)
      • Connect VolleySpread to second input
      • Result: Index * VolleySpread (0, 12, 24 for indices 0, 1, 2)
    • Right-click → Add (float)

      • Connect StartAngle (the -12 from step 10) to first input
      • Connect (Index * VolleySpread) to second input
      • Result: StartAngle + (Index * VolleySpread) = -12, 0, +12 degrees

    This is the angle in DEGREES. Store or continue with this value.

  5. Convert angle from degrees to a direction vector:

    In Unreal's top-down view (looking down Z axis):

    • X axis = forward/back (up/down on screen)
    • Y axis = left/right
    • Angle 0° = straight up = direction (1, 0, 0)
    • Angle 90° = right = direction (0, 1, 0)
    Direction.X = Cos(angle)
    Direction.Y = Sin(angle)
    Direction.Z = 0
    

    BUT Unreal's Sin/Cos use RADIANS, not degrees!

    a) Convert degrees to radians:

    • Right-click → search Radians or Degrees to Radians
    • Connect your angle (from step 12) to input
    • Output is angle in radians

    b) Calculate X component (Cos):

    • Right-click → Cos (Radians)
    • Connect radians output
    • This is the X direction component

    c) Calculate Y component (Sin):

    • Right-click → Sin (Radians)
    • Connect radians output (same value as Cos input)
    • This is the Y direction component

    d) Make the direction vector:

    • Right-click → Make Vector
    • Connect Cos result to X
    • Connect Sin result to Y
    • Set Z = 0
  6. Spawn the bullet:

    • From the loop body execution, drag → SpawnBullet (from step 3)
    • Spawn Location: Get Actor Location
    • Direction: Connect the Make Vector from step 13
  7. Connect loop completion:

    • The For Loop has a "Completed" execution pin
    • This fires AFTER all iterations are done
    • Drag from "Completed" → Return Node (or leave unconnected)

Complete Visual:

┌─────────────┐      ┌────────────────────┐
│ FireVolley  │─────►│ Branch             │
│ (entry)     │      │ VolleySize == 1    │
└─────────────┘      └──────┬───────┬─────┘
                            │TRUE   │FALSE
                            ▼       ▼
                     ┌──────────┐  ┌─────────────────────────────┐
                     │SpawnBullet│  │ Calculate StartAngle        │
                     │Dir:(1,0,0)│  │ = -(Spread*(Size-1))/2      │
                     └─────┬────┘  └──────────────┬──────────────┘
                           │                      ▼
                           ▼              ┌─────────────────┐
                        Return            │ For Loop        │
                                          │ 0 to Size-1     │
                                          └───────┬─────────┘
                                                  │ Loop Body
                                                  ▼
                                   ┌──────────────────────────────┐
                                   │ Angle = Start + (i * Spread) │
                                   │ Radians = DegreesToRadians   │
                                   │ Dir.X = Cos(Radians)         │
                                   │ Dir.Y = Sin(Radians)         │
                                   │ SpawnBullet(Location, Dir)   │
                                   └──────────────────────────────┘

Test Values (VolleySize=3, VolleySpread=12):

  • StartAngle = -(12 * 2) / 2 = -12°
  • Bullet 0: -12 + (0 * 12) = -12° → slightly left
  • Bullet 1: -12 + (1 * 12) = 0° → straight up
  • Bullet 2: -12 + (2 * 12) = +12° → slightly right

5. CONNECT FIREVOLLEY TO THE FIRE RATE LIMITER:

  1. Go back to the Event Graph tab
  2. Find your IA_Fire logic from Step 2.5
  3. Delete the Print String "FIRE!" placeholder
  4. From the "Set FireTimer = FireInterval" node, drag execution → FireVolley

Updated Visual:

┌─────────────────┐    TRUE    ┌─────────────────────┐
│ Branch          │───────────►│ Set FireTimer       │──► FireVolley
│ FireTimer <= 0  │            │   = FireInterval    │
└─────────────────┘            └─────────────────────┘

6. Compile and Save

Expected Result after Compile:

  • Compile button shows GREEN checkmark
  • "FireVolley" and "SpawnBullet" functions appear under Functions in My Blueprint panel

Expected Result in Play mode:

  • Pressing Z or Left Mouse Button spawns 3 bullets in a spread pattern
  • Bullets travel upward from player position
  • Rapid fire when holding the button (every 0.08 seconds)
  • Bullets disappear after 4 seconds (RemainingLifetime)

← Previous: Part 2 - Create the Player | Back to Index | Next: Part 4 - Create the Enemy →