
A short welcome video and introduction to the instructor.
Review of the course goals
Review of the key tips for success
Learn how to create a new Unreal Engine project
How to add the FX Variety Pack we want to use in this project.
A brief description of this section on creating our lightning tornado obstacle.
Creating a blueprint actor and adding a particle system to the actor to create the lightning tornado
Adding box collisions to the tornado blueprint actor
Cast to the third person character to detect when the player collides with the tornado in Unreal Engine 5, and learn casting basics and its memory implications.
Launch the player with Unreal's launch character node, using a 3D velocity vector to create feedback and a gameplay loop during tornado interactions.
Add a non-spatial 2D sound that plays when the tornado launches the character in Unreal Engine 5, signaling danger; compile, save, and test the effect.
Deactivate the tornado in Unreal Engine 5 by hiding the actor and disabling collisions via a custom event, with a two-second delay after begin play.
Add ambient sound to the tornado by spawning a fire 2D audio component, enabling collision, and controlling it with activate and deactivate functions.
Use third person character blueprint to add player health variable and damage function for tornado collisions. Implement a death check, level reset, and a text widget to notify the player.
Learn to bind the E key for world interaction using a sphere collision, get overlapping actors, loop through them, and trigger interfaces for switches in Unreal Engine 5.
Learn to create and implement a blueprint interface in Unreal Engine 5 to enable interactable behavior across actors, including a switch with an interact function and the E key.
Create a custom event to turn off a BPA switch in Unreal Engine 5, set is on to false, set the point light to red, and deactivate tornado objects.
learn to turn on objects in Unreal Engine 5 by duplicating turn-off logic, using a flip-flop to toggle lights and tornado objects on and off via interaction.
Set collision presets to custom, ignore all, and use overlap per pawn so the tornado and goal location trigger overlap events only for the pawn, ensuring damage applies once.
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