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37 lines
1.4 KiB
Plaintext
37 lines
1.4 KiB
Plaintext
Availability: Public
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Title:5 - On Your Own!
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Crumbs:%ROOT%, Programming, Programming/QuickStart
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Description:Ideas for further exploration!
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SkillLevel: Beginner
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Version: 4.9
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[VAR:Steps]
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[OBJECT:Navigation]
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[PARAM:previous]
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[Previous Step](Programming\QuickStart\4 "%Programming\QuickStart\4:title%")
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[/PARAM]
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[PARAM:current]
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[/PARAM]
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[PARAM:home]
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[Programming Quick Start Home](Programming\QuickStart)
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[/PARAM]
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[PARAM:next]
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[/PARAM]
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[/OBJECT]
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[/VAR]
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%Steps%
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Using what you have learned, try to do the following:
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* Add a [Particle System Component](Engine/Rendering/ParticleSystems) to your FloatingActor. Some pre-built Particle Systems are already included in your project.
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* Use **Unreal Engine's** [UProperty](Programming/UnrealArchitecture/Reference/Properties) macro to expose a variable for the magnitude of your FloatingActor's movement, instead of using a hardcoded value. You might want to check the [%Programming/Tutorials/VariablesTimersEvents:title%](Programming/Tutorials/VariablesTimersEvents) tutorial for help on this topic.
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* Add periodic motion on the X and/or Y axis, and multiply the `DeltaTime` value by a number between 0.6 and 1.4, so your FloatingActor appears to float around freely. This can look great for powerups!
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As for the specifics covered in this tutorial:
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* For more information on Actors, see the [Actor](API:AActor) manual page.
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* For further tutorials, see the [%Programming/Tutorials:title%](Programming/Tutorials) page.
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%Steps%
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