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Mastering UDK Game Development Hotsht by John P. Doran

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Creating the backdrop

Now that we have the area our player will be able to walk through, let's restrict access to that area and minimize the chance of the player realizing it is there.

Prepare for Lift Off

In order to restrict access to areas, we need to have walls that the player cannot jump over. Now, it would be possible to just create BlockingVolumes, but just having the players stop walking into an area breaks immersion immediately. Having logical reasons as to why a player cannot enter an area is much easier to believe; walls or gates tend to be good ways to do that.

Engage Thrusters

So, with that said, let's build some walls.

  1. Now that we have the basis for our area, we need to enclose the gameplay space. For that, we will need to build walls. ...

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