Spawning Actors & Exposing Blueprints Variables. Crystal Cavern Unreal Tutorial Part 12
Spawning Actors & Exposing Blueprints Variables. Crystal Cavern Unreal Tutorial Part 12.
Hey and welcome to this lesson which is all about spawning actors at runtime. At the end of this lesson, we will end up with our accountant actor spawning our projectile actors repeatedly so in the previous lesson we imported some 3D models and we use these to create a blueprint actor for
our canon. Now we want to take a look at how we can make our projectiles spawned from this actor. One of the first things we need to decide is where we would want our projectiles to spawn from.
This lesson is all about exposing blueprint variables by the end of this lesson.
You will have learned how to organize your variables better and also expose them directly to an actor's details panel when you select them at your level.
About me:
I've been making films and doing visual effects on indie films for over 15 years. When I discovered Unreal Engine 4 I was blown away by its realistic real-time rendering engine! I immediately saw that Unreal Engine (UE4) was a game changer and that it had now become possible for a small studio consisting of a few artists to pull off a Hollywood-quality feature-length animated film!
In the past it would take hours, if not days, to render each frame of an animation, which made it impossible for an independent artist to complete a full-length film. It would literally take years to render all the frames of a movie!
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