As some of you may know, we built a Parking Simulator back in Creative 1.0 about a year and a half ago and I wanted to see what was possible with UEFN.
So I took some time to mess around with a proof of concept that I will be developing further over the next 2 months as a mini project for fun! Still figuring out the best way to detect how a player has parked and how it affects score but honestly there is a lot of potential for this! Will be posting updates as I figure things out
@yojj47 Thank you!!! Honestly itβs fairly simple. I added a cinematic camera to a level sequencer that has a long duration to it. When a player activates the cinematic and your sent to the camera, youβre able to still control your character and move the car as expected.
I then placed triggers in the level to detect collision for when the player βCrashesβ. This then respawns the vehicle and assigns the driver to start again.
To represent where the car should park, I imported the car model from Fortnite into UEFN and gave it an outline material and no collision. Still figuring out how to detect parking effectively.
Thank you!! Probably about an hour. I based it off our original concept from Creative 1.0 but added the top down camera, cinematic intro, animated character and car hologram mesh. Wanted to experiment with UI to make a level system more accessible.