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Blueprints Visual Scripting for Unreal Engine - Second Edition
book

Blueprints Visual Scripting for Unreal Engine - Second Edition

by Marcos Romero, Brenden Sewell
August 2019
Intermediate to advanced
380 pages
9h 17m
English
Packt Publishing
Content preview from Blueprints Visual Scripting for Unreal Engine - Second Edition

Triggering a win

The final step for us is to determine the conditions that will result in the End Game custom Event being triggered. We want the Event to happen once the player has killed a sufficient number of target Cylinders to meet the target goal. We can evaluate this each time a target is destroyed. To do so, open CylinderTarget_Blueprint in the Blueprints folder and navigate to the end of the Blueprint chain in Event Graph.

We want to create a Branch node that will allow us to check if the last destroyed target was the last one needed to reach the goal. Attach a Branch node to the SET Target Kill Count node near the end of the chain. You can reattach the DestroyActor node to the False output of the Branch node.

Now we need to establish ...

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Publisher Resources

ISBN: 9781789347067