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213 lines
4.7 KiB
Plaintext
213 lines
4.7 KiB
Plaintext
INTSourceChangelist:2301415
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Availability:NoPublish
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Title:테스트 - 번역하지 않습니다.
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Crumbs:
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Description: This is a test
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[EXCERPT:TestCaseOne]
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## Creating the Blueprint
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1. In your Content Browser panel, click on the New Asset tab.
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1. Select Blueprint from the list.
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[/EXCERPT:TestCaseOne]
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[EXCERPT:TestSecond]
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## Parent Class Window
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1. Select Actor from the “Pick Parent Class” window.
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[/EXCERPT:TestSecond]
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[EXCERPT:Third]
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## Opening the Blueprint
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1. Give your new blueprint a name.
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1. Double-click on the Blueprint to open.
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[/EXCERPT:Third]
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[EXCERPT:Fourth]
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## Component Panel
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1. With the Component Tab selected, go the Components panel.
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1. In the drop down tab, select a SceneComponent from the list. This will be come your Parent Component.
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1. Next, add a StaticMeshComponent from the list.
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[/EXCERPT:Fourth]
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[EXCERPT:Five]
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## Static Mesh Details
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1. With the StaticMeshComponent selected in your Components panel, look at its details in the Details panel.
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1. Scroll down till you find the Components options. Next to Globals, give the Static Mesh a name.
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[/EXCERPT:Five]
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[EXCERPT:Six]
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## Adding Static Mesh to the Blueprint
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1. Above the Components option you will find the Static Mesh options. Once you have found it, click on the bar next to the prview window.
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1. In the new window that has appeared, type EditorCube in the search bar. Once it appears, add it to the StaticMeshComponent.
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[/EXCERPT:Six]
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[EXCERPT:Eight]
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## Adding an Event trigger
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1. Inside the Blueprint, select the Graph tab. Then (Right-click) inside the Event Graph and expand Add Event.
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1. Select Event ReceiveBeginPlay from the list.
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[/EXCERPT:Eight]
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[EXCERPT:Nine]
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## Adding a Timeline
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1. (Right-click) inside the Event Graph and select Add Timeline…, then give it a Name.
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[/EXCERPT:Nine]
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[EXCERPT:Ten]
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## Creating a Float track inside a Timeline
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1. Double-click on the Timeline to open it.
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1. Select Add Float Track, give track a name.
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[/EXCERPT:Ten]
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[EXCERPT:Eleven]
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## Changing Time Length and Adding Pins
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1. Enable Loop located above the Track and set the length of the track to 2.00.
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1. To add a Pin (Shift key + Left Mouse Click) inside the time bar.
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[/EXCERPT:Eleven]
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[EXCERPT:Tweleve]
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## Pin Settings
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1. Select the Pin and change its settings to be 0.00, 0.00.
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[/EXCERPT:Tweleve]
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[EXCERPT:Thirteen]
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## Complete Timeline track
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1. Add two more pins to the Track, making one Pin set to 1.00, 1.00 Set the last pin to 2.00, 0.00.
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1. NOTE: The first setting (2.00) represents Time while the second setting (0.00) represents Value.
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[/EXCERPT:Thirteen]
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[EXCERPT:Fourteen]
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## Connecting the Event to the Timeline
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1. Select the EventGraph Tab, then connect the Event ReceivePlay to the PlayFromStart connect of the Timeline.
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[/EXCERPT:Fourteen]
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[EXCERPT:fifteen]
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## Adding a Distance of Travel
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1. On the Timeline, drag off from the newly created track and add a Lerp.
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1. Connect the Track to the Alpha of the Lerp and set the B state to 250.
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[/EXCERPT:Fifteen]
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[EXCERPT:Sixteen]
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## Adding Direction of Travel
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1. Drag off from the ReturnValue of the Lerp and add a Make Vector.
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1. Connect the ReturnValue of the Lerp to the Z input of the Make Vector.
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1. NOTE: You will need to disconnect the Lerp from the X Vector. This is done by (Alt + Left Mouse Clicking on Connection point)
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[/EXCERPT:Sixteen]
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[EXCERPT:Seventeen]
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## Adding Mesh to the EventGraph
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1. From the My Blueprint tab, select the Static Mesh component of your cube and drag it into the Eventgraph.
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1. Select GET option when you release the component inside the Eventgraph.
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[/EXCERPT:Seventeen]
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[EXCERPT:Eighteen]
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## Set Location
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1. Drag off from the Static Mesh Component and add a Set Relative Location.
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1. Connect the Return Value of the Make Vector to the New Location of the Set relative Location.
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[/EXCERPT:Eighteen]
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[EXCERPT:Nineteen]
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## Wrapping up the Blueprint
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1. Drag off the Update output from the Timeline to the input of the Set Relative Location.
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1. Compile and Save the Blueprint.
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[/EXCERPT:Nineteen]
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[EXCERPT:Twenty]
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## Time to Play
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1. Drag your Timeline blueprint into the world and press Simulate. Notice that your object will begin moving.
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[/EXCERPT:Twenty]
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