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
-
In Content Browser → Blueprints folder
-
Right-click → Blueprint Class → Actor
-
Name it:
BP_Bullet -
Double-click to open
-
Add Components:
- Paper Sprite → name
BulletSprite - Sphere Collision → name
BulletCollision- Radius:
8 - Generate Overlap Events: CHECKED
- Collision Preset: Custom → Query Only
- Radius:
- 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
- Scale:
- Paper Sprite → name
-
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
- 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
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Click on "BulletCollision" component in Components panel
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In Details panel, scroll to "Events" section
- Click "+" next to "On Component Begin Overlap"
- This creates event node in Event Graph
-
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:
- In My Blueprint panel, find the
BulletClassvariable - Click on it to select it
- In Details panel, find "Default Value"
- Click the dropdown and select
BP_Bullet - 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:
-
Right-click → search
Spawn Actor from Class→ add it -
For the "Class" input:
- Right-click →
Get BulletClass(your variable) - Connect to "Class" pin
- Right-click →
-
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
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Connect execution wire:
- Drag from SpawnBullet entry node → Spawn Actor from Class
f) Initialize the spawned bullet:
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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!
- Drag from Return Value → search
-
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)
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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:
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You should see a purple "FireVolley" entry node on the left
- This is where execution starts when the function is called
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Right-click → search
Get VolleySize→ add it- This gets your variable value (default 3)
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Right-click → search
Equal (Integer)or==→ add it- Connect VolleySize output to the TOP input (A)
- Type
1in the BOTTOM input (B) - This checks: is VolleySize exactly 1?
-
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:
-
From Branch TRUE pin, drag execution → right-click → search
SpawnBullet(the function you created in step 3 above) -
For SpawnBullet's "Spawn Location" input:
- Right-click →
Get Actor Location - Connect the output to Spawn Location
- Right-click →
-
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
- Right-click →
-
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:
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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 -
Calculate StartAngle:
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Right-click →
Get VolleySize -
Right-click →
Subtract (Integer)→ connect VolleySize, type1- 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
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Right-click →
Divide (float)→ connect the multiply result, type2- Result: 24 / 2 = 12
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Right-click →
Negate (float)or "Multiply by -1"- Result: -12 (this is StartAngle)
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Right-click →
Set→ create a LOCAL variable "StartAngle" (Float)- OR just keep the wire connected (we'll use it in the loop)
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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
- From Branch FALSE pin, drag → right-click → search
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Inside the loop (from "Loop Body" execution pin):
Calculate angle for THIS bullet:
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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)
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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.
-
-
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 = 0BUT Unreal's Sin/Cos use RADIANS, not degrees!
a) Convert degrees to radians:
- Right-click → search
RadiansorDegrees 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
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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
- From the loop body execution, drag →
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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:
- Go back to the Event Graph tab
- Find your IA_Fire logic from Step 2.5
- Delete the Print String "FIRE!" placeholder
- 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 →