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Reskin the ship and asteroids

Replace art while keeping gameplay Blueprints unchanged. Paths below match the shipped SpaceShooterTemplate content folder.

flowchart TB
  subgraph ship [Ship]
    SM_Spacehip --> MI_Spaceship
    MI_Spaceship --> BP_Spaceship
  end
  subgraph rocks [Asteroids]
    SM_Rocks["SM_SpaceRock_01–03"] --> MI_Rocks["MI_SpaceRock_01–03"]
    MI_Rocks --> BP_SpaceRock
    BP_SpaceRock --> ExplosionFX["Explosion Effects map"]
  end
  subgraph weapon [Weapon]
    SM_Missile --> BP_Projectile
    BP_Projectile --> BP_BaseCannon
    BP_BaseCannon --> BP_Spaceship
  end
  1. In Content Browser, duplicate Materials/MI_Spaceship → name it MI_Spaceship_Custom.
  2. Open MI_Spaceship_Custom and assign your albedo/normal/RMA textures (or edit base color).
  3. Open BP_Spaceship → select Space Ship Mesh Component (SM_Spacehip).
  4. Set Materials → Element 0 to MI_Spaceship_Custom.
  5. Compile, save, play DemoMap — ship should render with your material while movement and collision stay the same.
Default assetPath
MeshMeshes/SM_Spacehip
MaterialMaterials/MI_Spaceship
TexturesTextures/Spaceship_Albedo, Spaceship_Normal, Spaceship_RMA

Keep the three stock meshes but change the look:

  1. Duplicate MI_SpaceRock_01, MI_SpaceRock_02, MI_SpaceRock_03.
  2. Point each duplicate at new textures under Textures/ (or your imported files).
  3. Play and destroy each size — BP_SpaceRock picks mesh/scale from the Asteroid Sizes map; materials stay on the static mesh assets.
MeshDefault material
SM_SpaceRock_01MI_SpaceRock_01
SM_SpaceRock_02MI_SpaceRock_02
SM_SpaceRock_03MI_SpaceRock_03

Example — custom explosion for Large rocks

Section titled “Example — custom explosion for Large rocks”

On BP_SpaceRock → Class Defaults → Explosion Effects:

SizeDefault particleDefault sound
SmallP_Explosion_SmallExplosion_Cue
MediumP_Explosion_MediumExplosion_Cue
LargeP_Explosion_LargeExplosion_Cue
ExtraLargeP_Explosion_ExtraLargeExplosion_Cue

Steps:

  1. Import or create a particle system (for example P_Explosion_Large_Neon).
  2. Open BP_SpaceRockExplosion Effects → row Large.
  3. Set Particle Effect to your new system; keep Sound Effect as Explosion_Cue or assign Explosion01 / Explosion02.
  4. Play, destroy a Large rock, confirm VFX/SFX play at the rock location.

Struct ST_SpaceRockDestructionEffects fields: Particle Effect, Sound Effect.

AssetPath
MeshMeshes/SM_Missile
MaterialsMI_Missile, MI_Missile_Unlit

Open BP_ProjectileProjectile Mesh Component. Default projectile stats: Speed 10000, Damage 100.

DemoMap uses M_Background and HDR T_HDR_Saturn on the sky/background geometry (EditorSkySphere). Swap these in the level or replace the texture on M_Background for a new backdrop without touching gameplay Blueprints.

  • Ship mesh collision still matches visuals (On Component Hit with asteroids)
  • Projectiles register hits on the Asteroid object channel
  • Each destroyed size plays the matching Explosion Effects entry
  • WBP_HitDamage score popups still align (screen-space, not mesh-bound)