UnrealScript Game Programming Cookbook

(Chris Devlin) #1

Archetypes and Prefabs


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  1. From there scroll to PointLight and left-click on the + to open up all of the lights under
    that category. Right-click on PointLight to bring up the Create Archetype... menu.

  2. Left-click on Create Archetype... and bring up the Enter Package Name
    pop-up window.

  3. I've entered the following information into the fields:
    Package: TutorialPackage


Grouping: Archetypes

Name: Arc_Pointlight


  1. Now head to your content browser, and under your TutorialPackages
    folder you should see a group called Archetypes, and it is filled with your new
    Arc_PointLight object. With that selected, press F4 to bring up its properties.
    You now have a new instance of a PointLight archetype, which you can use
    as a template for future lights in your game.
    We have quite a few properties exposed here though, and things look a bit cluttered.
    Our level designer probably won't need access to all of these things, such as the
    static mesh actor, collision, and debug. It is only a light, after all.
    Let's head back to our IDE and make a brief change to the class.

  2. Save your package by right-clicking on your folder marked Tutorial in your content
    browser. If you see a * next to the package then you know that you haven't saved
    since you last made a change.

  3. Close the editor and use your IDE to create a new class. We're going to extend from
    the PointLight class, as we've just used it in the editor, and it seemed to fit our
    needs. Create a new class called Tut_PointLight. Your code should look like
    the following:
    classTut_PointLight extends PointLight;

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