Getting Started
Space Rock Shooter Template is a Blueprint game project. Open it from FAB, press Play on DemoMap, then adjust the included Blueprints.
Open and run
Section titled “Open and run”- Add Space Rock Shooter Template from FAB and create/open the project.
- The editor opens DemoMap (
Content/SpaceShooterTemplate/Maps/DemoMap). - Press Play (PIE).
Config/DefaultEngine.ini sets Editor startup map and Game default map to DemoMap.
Session flow
Section titled “Session flow”flowchart TD Launch[Play DemoMap] --> HUDStart[WBP_PlayerHUD start tab] HUDStart -->|Start Game Btn| GMStart[BP_SpaceRockGameMode Start Game] GMStart --> Ship[BP_Spaceship active] GMStart --> Spawn[Start Asteroid Spawn] Spawn --> Loop[Rocks spawn up to Max Asteroids To Spawn] Ship -->|Hit rock| Lives[Spaceship Lives minus 1] Lives -->|0 lives| Over[Game over tab] Over -->|Restart Btn| HUDStart
First playthrough
Section titled “First playthrough”| UI element | Behaviour |
|---|---|
| Start Game | Start Game on game mode → ship active, spawning on, in-game HUD tab |
| Exit Game | Quit application |
| Cannon selection | SingleShot or TripleShot passed into Start Game |
| High score | Loaded from save slot SpaceShooterSaveGame |
| Lives | Default Spaceship Lives = 3; updated via Show Life Hearts |
Controls (BP_Spaceship)
Section titled “Controls (BP_Spaceship)”| Input | Action |
|---|---|
| Move Forward (axis) | Thrust along facing |
| Move Right (axis) | Rotate |
| Fire (action) | Internal Fire Weapon → active cannon Fire |
Default firing: bEnable Continuos Firing = true, Refire Time = 0.2 s.
Ships and asteroids wrap at the play boundary using BP_ObjectMacros screen-wrap helpers.
Content layout
Section titled “Content layout”Content/SpaceShooterTemplate/├── Blueprints/│ ├── BP_SpaceRockGameMode│ ├── BP_Spaceship│ ├── BP_SpaceRock│ ├── BP_Projectile│ ├── BP_ObjectMacros│ ├── Enums/ Structs/ SaveGame/ SpaceshipCannons/ Widgets/├── Maps/DemoMap├── Meshes/ Materials/ Textures/ Sounds/└── StarterContent/Particles/Customization entry points
Section titled “Customization entry points”BP_SpaceRockGameMode
Section titled “BP_SpaceRockGameMode”| Property / function | Default | Purpose |
|---|---|---|
| Max Asteroids To Spawn | 30 | Concurrent rock cap |
| bCan Spawn Asteroids | true | Master spawn toggle |
| Random Time | 1.0–3.0 s (Event Graph) | Delay before next Spawn Next Asteroid |
| Default Pawn Class | BP_Spaceship | Player ship |
| Start Game | — | HUD entry point |
BP_SpaceRock (per-size maps)
Section titled “BP_SpaceRock (per-size maps)”| Map | Example (Small → ExtraLarge) |
|---|---|
| Asteroid Speeds | 1400, 800, 400, 100 |
| Asteroids Score | 10, 20, 30, 40 |
| Child Asteroids | 0, 3, 4, 5 (split count) |
| Health (class default) | 100 |
BP_Projectile
Section titled “BP_Projectile”| Property | Default |
|---|---|
| Speed | 10000 |
| Damage | 100 |
Save game
Section titled “Save game”BP_SaveGameManager → slot SpaceShooterSaveGame, struct ST_SaveGame (High Score).
Collision
Section titled “Collision”Custom object channel Asteroid (ECC_GameTraceChannel1 in DefaultEngine.ini). Required for projectile hits and ship collisions.
Next steps
Section titled “Next steps”- Overview — tune difficulty, reskin, HUD, migration
- Blueprint reference