Week 16 Checkpoints






In Unreal Engine, I learned how to create checkpoints and kill zones. Checkpoints were made by casting the on component begin overlap collision with the custom 3D model being used. Then we use a print string to tell us that the checkpoint is activated and works, followed by a save checkpoint. Save checkpoint lets us save our world transform when we die. On the load checkpoint, what is happening is that it disables control of any player input while the screen begins to fade to black. As the screen fades to black, the You Died ui pops up, showing us the death screen. Then we are teleported back to the last saved checkpoint, where the player fades back in, and you can continue playing.
The kill zone was made using a on begin overlap cube that is cast to the 3D model being used. Upon touching it, the character immediately dies and is respawned to the last saved checkpoint.
The goal of the project is to complete a series of escapes via the mazes and parkour sets. In this current level, after completing the level and reaching the top platform, a helicopter will swing by and take you to the next location, where the challenges get progressively harder until you beat the last location. Upon beating the last location, you will be set free.
Github Link
AlejandroBD3D/Coding1b-Unreal: My Unreal Project for coding1 at Wichita State
Get 4 Doors 4 Keys
4 Doors 4 Keys
Find keys to open doors.
Status | Released |
Author | AlejandroBD |
Genre | Role Playing |
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