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Final Touches and Packaging | Packaging for Windows
Unreal Engine FPS Game
course content

Course Content

Unreal Engine FPS Game

Unreal Engine FPS Game

1. Unreal Engine Introduction
2. The Character Blueprint
3. Enemy Blueprints
4. Level Design and Aesthetics
5. User Interface and Sound Effects
6. Gameplay Logic
7. Packaging for Windows

bookFinal Touches and Packaging

In this final chapter, we will make sure that our game has all the mechanics that we want, address some bugs and then package the game.

Before we get to the packaging, make sure that you set the EnemyCount variable in the GameMode back to 0. You might also want to open the EnemyChar blueprint, hide the arrow, and make sure that the enemy mesh is what you want.

If you want to, you can make a new blueprint for health items. What you need to do is to make a blueprint of Actor Class, add a sphere collision, and a static mesh in the components. Grab the sphere collision’s On Begin Overlap, get your player pawn and cast to FirstPersonCharacter. Then what you want to do is to check if the health is full, if it is not, then you add however many points you want to the PlayerHealth variable and destroy the actor.

Next, you want to go to your BP_EnemyChar and make a new function that spawns your health item blueprint. For this purpose, I recommend adding some kind of probability logic just like explained in the video as it is not fun to have a health item be dropped every time we kill an enemy. Experiment with this and find your desired probability but I think something around 20% probability is not bad.

Furthermore, if you want to, you may add some particle effects to your projectiles. This is easily done by adding a niagara or cascade particle effect as a child component to the sphere mesh of your projectile. There are many particle effects on the Marketplace so take a look there if you want to and see what suits your needs.

Lastly, in the FirstPersonCharacter blueprint, find where you set up the pause menu, right click beside the P input and look for Escape. Make sure that it is executable when paused, and connect Pressed to the branch that checks if the game is paused.

Then from Platforms>Windows choose Package Project. Choose a destination and once the packaging is done, you should be able to run your game using the .exe file!

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Section 7. Chapter 2
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