Create Blueprint Scenario
Read more about blueprints in this chapter.
Let's create a scenario: a sequence of instructions that will be executed in the game. In this example, we will create a scenario that triggers the repair of a building when it becomes enabled.
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In Outliner, select scene_settings > scene_settings_prefab > scenarios:
This is a list of scenarios that are attached to the scene. Sometimes scenarios can also be attached to objects: we will create such a scenario in the next chapter.
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In Inspector, click + next to the Level scenarios property, select LevelScenarioClient and click Apply:
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Click Open:
An empty window will open:
This is the Blueprint Editor where you can create scenarios using blueprints.
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Right-click on any empty place — a dropdown menu should appear:
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Use the search bar to find the nodes and click on the nodes to add them to the scenario. Find and add the following nodes:
- Get First Tagged Actor
- On Enabled
- Force Build
Tip
If you don't see the added nodes, try to zoom in by holding Ctrl and scrolling with a mouse wheel.
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Connect the nodes and fill the Tag parameter in the Get First Tagged Actor node with build_1:
The created scenario works this way:
- In the beggining of the level, the game finds an object tagged as build_1.
- The game waits for the moment the building becomes enabled (its Enable Disable state is set to Disabled by default), for example, by an action Unlock Object Logic.
- When the building becomes enabled, the game restores the building; the game knows which bulding to restore because the Force Build node is connected to the Get First Tagged Actor node.
See the next step.