506 Game Development and Simulation with Unreal Technology
16. Lastly, we can hide the visibility of the character mesh, as it is not relevant to our
game anymore. To do this, perform the f ollowing tasks:
a. Go to the Components tab of the MyCharacter blueprint.
b. Select Mesh1P in the components list.
c. Scroll down to the Rendering section of the Details window.
d. Check H idden in Game to temporarily hide the mesh.
17. When you compile and save, the arms will be visible in the editor but when the
game is play ed, they will be hidden.
What Happened in TUTORIAL 8.1. . .
At this point, we have completed our initial set up of the main project we will be
working on throu ghout th is chapter. We set up the level so that we have plenty of
room to add our own blueprints into the level.
The MyCharacter blueprint is now set up to function as a first person con-
troller, without th e weapon asset. We removed it because we d o not need the
weapon in the game we are making but if you would like to add it back in, it
should no t affect the game . I n the next tutorial, we will continue on to cre ate our
ball spawner.
FIND ON THE WEBSITE
To find updates to this tutorial and upda te d instructions about its implementa-
tion on othe r UE4 versions, p le ase visit the book’s companion Website at:
http://www.RVRLAB.com/UE4Book/
TUTORIAL 8.2 Spawning Actors with Blueprints
Now with our character and level set up, we need to create the bluep rints that
we will be working on.
CREATING TH E BALL AND BALLSPAWNER BLUEPRINTS
1. Navigate to the Blueprints folder in the Content Browser.
2. Create a new Actor blueprint.
3. Give it the nam e Ball and leave it alone for now. We will create our object using
this particular class blueprint later.
4. Next, create anothe r Actor blueprint.
5. Give the second blueprint the name BallSpawner.
6. Double-click on the BallSpawner b lueprint to open it.