Summary
This was another involved chapter. We did a lot here. We began by creating a new project and migrating our VRPawn blueprints, along with their required objects, into the new project. We learned a quick way of recreating input bindings by copying the contents of DefaultInput.ini
to a new project. We then added the Soul:City
assets and maps to our project and set up a navmesh so that we could explore it.
Then, we got to the meat of this chapter. We scavenged a hand mesh from the VR Template
project and created a Blueprint
class to drive their behavior. We learned how to use construction scripts to change objects when they're created, both in the editor and in-game. We learned how to create child actor components inside our pawn and how to use them in blueprints. We learned how to create an animation blend space and an animation blueprint to animate our hand meshes and how to use an enumerator to pass state information into the animation blueprint.
In the next chapter, we're going to...