I now have a player mannequin with a functional shooting mechanic. What is a game without a furnished level to jump around cautiously and skillfully? A simply boring one.
What does every video game I play have? A starting point! You do not even have to generate a Player Start component manually in any UE game template (except Blank, obviously). Place your Player Start capsule frame anywhere you want on your level, preferably on solid ground in the context of my 3rd-person game, and you've got your spawn point ready.
Onto Blueprints, a simpler usage of the component InterpToMovement allows creators to control the axis movements of a GameObject, essentially creating a moving platform. In the context of my level, setting its behavior to Ping Pong will make the platform move to destinations A to B and B to A repeatedly. Just like how Ping Pong works - one player hitting a ball back to their opponent repetitively.
Below is the aforementioned moving platform in play.
I had to manually calculate the distance between the gray box platforms in my level which was a pain in the neck in game development progression. Is there a way I can toggle the destination of a moving platform without having to do math?
Yes, there is! The solution is to my dilemma earlier involves creating a construction graph with control points. A construction graph helps creators set up their blueprints and convenient tinkering of them with enough know-how. In practice, control points basically describe your GameObject's location of their origin point.
A 3D vector is - in oversimplified terms - a marker that contains the location of a 3D location. In my level it is sort of an external origin point which purpose is to tell the blueprint where to stop its mesh after a specified distance from its starting location.
And there I have it - a moving platform for my 3rd-person shooter game!