Hi, First time posting to Forums and First time Trying to design Levels so I Sharing my progress in hope of some helpful feedback. So far I’ve got 2 Trap, a puzzle and 2 level block outs. (I did them differently please let me Know which style is better.) First up a Trap.
This trap should spin at a set rate allowing players who time their movements to pass through unharmed. Currently going to be a flame trap.
I started my grabbing a pillar staticmesh then i put an arrow component on. After that i put a flame particle effect on the pillar and a face static mesh.
Next i make a copy at 180 rotation and added a collision box to check when the player enters.
Then I Realized there’s no damage or health system yet so I make one (see Below).
I deal damage to the player if they enter the box (The damage type is “FireDam” incase I decide to do something with that later) .
Following this I used Add Local Rotation off Event Tick so it would spin. After that I added a Boolean called Clockwise and exported it, adding a branch just before the Add Local Rotation nodes to switch between them. Then i added a Float called speed and exposed that too, it controlled the Delta Rotation in the Add Local Rotation Node.
Link To Gif of Flames in action
First i made a Base Character to parent the Enemy and Player blueprints to. Then i added two variables to the blueprint called “MaxHealth” and “Health”, both are integers. After that i made a Function to deal with altering health called “AlterHealth” and a Function to deal with when they have no health called “Death”. By default “Death” contains only the destroy actor node.
Then i added Event AnyDamage to the event graph so it leads into “AltarHealth” by default.
Enemy Health Stuff
First I made a “BaseEnemy” from “BaseChar” to parent all the enemies blueprints to. After that I added a widget to the Blueprint. The widget is a health bar called “healthBar”. Next I added variables for health, Min health and max health. These will be updated by the Base Enemy blueprint. Updating of these will be handled at “BeginPlay” and by a custom event called “UpdateHealthBar”.
Then i added “UpdateHealthBar” to be Triggered by “AltarHealth” in BaseChar, so i can use the same event when making the player health bar.
Gif of HealthBar