About #
Tiled level controller is a new feature in V4.0 which grants you the ability to fully controler each placement in a tiled level. It’s where you can add your blueprint code and. You can assign a controller class for each level, and then just run the logic you desire. Here is a simple tutorial to create some interesting effects.
General Idea #
The controller provides these types of functions:
- get, find, and filter placements in
guid
- get placement info from
guid
- get level info
- hide / unhide placement
- Transform placement
- 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 #
- Create an actor inherit from
tiled level controller
- 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
- 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 #
- Create BatchGrowth event
- Create variable
Defaults
andSmalls
(array of transform) - Use the curves you previous created.
- Create variable
- Create RunBatchGrowth event
- Create variable
Central
,Rest
(array of guid), andN
(integer) - Use
Search Placement by Tile Position
to separate placements in batches from center to outer - Run BatchGrowth with some delay
- Create variable
- Trigger it on begin play!