Audio
An Audio Component is used to create and control an instance of sound. For example, say you wanted a particle sfx that resembles a crackling campfire fire in your scene.
An Audio Component is used to create and control an instance of sound. For example, say you wanted a particle sfx that resembles a crackling campfire fire in your scene.
Vehicles can be assigned to a spawn point or be possessed within a scene to interact with. This section covers the modular components used to construct and interactive with vehicles in your scenes.
Gameplay Components are a framework for building the types of attributes that you might find in an RPG or goal-based gameplay setup. Examples include collectibles and finish flags for level progression.
Different types of Light Components will allow you to add a light source as a sub-object to an Entity, depending upon the effect you aim to achieve this can vary from directional lights (sun) or a simple candlelight (point light).
The Gravity Components are used to affect global or local gravity within a scene. For example, a Spline Gravity Component allows you to push a player or dynamic object along a path (spline) in your scene.
Spline Components provide creators with a way to draw splines within a level. This is particularly useful for designating paths for moving objects, such as platforms, characters, or cameras.
Animation Components are used for anything that has complex animation data and uses a skeleton. Animation Components have a complex Skeleton inside which helps move the vertices of the Skeletal Mesh to match the current animation.
The Physics Components are used to affect any objects that are utilizing physics in your level in varying ways. For example, a Constraint Component is a joint that allows you to connect two rigid bodies together.
The Camera Components add a camera perspective as a sub-object to an Entity. For example, you could use Camera Components to switch between multiple cameras in your scene during gameplay.
An Audio Component is used to create and control an instance of sound. For example, say you wanted a particle sfx that resembles a crackling campfire fire in your scene.