Controller

About

Tiled level controller is a new feature in V4.0 which grants you the ability to fully control each placement in a tiled level. It’s where you can add your blueprint code. You can assign a controller class for each level, and then run the logic. Here is a simple tutorial to create some interesting effects.

General Idea

The controller provides these types of functions:

  1. get, find, and filter placements in guid
  2. get placement info from guid
  3. get level info
  4. hide / unhide placement
  5. Transform placement
  6. Lerp transform of placement through time

Check out controller_api for all the functions.

You can wisely use them to create any stunning visual presentation for you level.

Setup

  1. Create an actor inherit from tiled level controller

  1. Set the controller class in either way
    • on level asset

  • on the level on map

Example effects

Prepare float curves

Lerp transform through time would require some curve assets.

You can create them this way: Add key and edit. The length should be the duration of your animation.

Assemble effect

Open the controller actor and add these logic

  1. set the transform of each placement to a random position

  • Create variable RandomInitTransforms (array of transform)

  • run update transform to let each placement move back to it’s origin transform

  • Create variable Id (integer), to use index way to loop. (in order to add delay)

  • Use the curves you previous created.

  • Trigger it on begin play!

Final assemble me

Growth effect

  1. Create BatchGrowth event
    • Create variable Defaults and Smalls (array of transform)
    • Use the curves you previous created.
  2. Create RunBatchGrowth event
    • Create variable Central, Rest (array of guid), and N (integer)
    • Use Search Placement by Tile Position to separate placements in batches from center to outer
    • Run BatchGrowth with some delay
  3. Trigger it on begin play!

Final growth effect