Now that we have the Artifact, tentacles, and animation working in our level, we could just stop there and call it done, right? We could, but wouldn't it be more fun give the player an opportunity to strike back at the dark power that has taken over our space station? Let's blow that Artifact up!
Before we just jump right in, we need to plan this out a bit. This will help us be able to think through the programming logic of the blueprint sequence and plan out how to build the explosion. So what goes into a great video game explosion? Well there has to be sound. Without a good solid explosion sound, any attempt at this will fall flat. We also need fire, smoke, and chunks to really make it shine. There has to be some type of instigating event, such as time, player interaction, or damage. Lastly, a rough sequence of events might be event, sound, explosion particle, smoke particle, delete object, and chunky particle. This way the smoke, explosion, and chunky particle effect will cover when we delete the exploding asset. Just our luck, Unreal has most of those pieces in the Starter Content
folder!
Let's start prepping for our explosion within our class Blueprint by adding the sound effects and setting them to trigger when we need them.
Sounds can be imported into Unreal in the same we have imported other assets. If you feel the Starter Content sounds don't fit for your explosion, feel free to search for Royalty Free
sounds. These are sounds that can be used in your projects for either free or a small upfront fee. Royalty Free
means that beyond the initial payment, there is no further payment required.
0.2
. Change the In String option on the Print String node to read Explosives Armed: 5
. Left-click and drag to select both of these nodes and copy/paste them. On these new nodes, change the Duration on the delay to 1.0
and the In String on the Print String node to Explosives Armed: 4
. Repeat the process three more times to complete the countdown. The last node in the sequence is the Activate node. Since we turned off the Auto Activate option on our Explosion Cue, this node will activate the component and play the sound. With all of our pieces now in the Blueprint window, connect them together just like the preceding image.Now that we have our sound effect working, there are only a few move steps to complete our explosion. However, there are a lot of other opportunities for using sounds in this Blueprint. For example, we could add an opening sound to the Artifact, or some eerie music to play while it's open. Experiment and see how you can use sound to further enhance the mood!
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