Reskin the ship and asteroids
Replace art while keeping gameplay Blueprints unchanged. Paths below match the shipped SpaceShooterTemplate content folder.
Asset relationships
Section titled “Asset relationships”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
Example — new ship material
Section titled “Example — new ship material”- In Content Browser, duplicate
Materials/MI_Spaceship→ name itMI_Spaceship_Custom. - Open
MI_Spaceship_Customand assign your albedo/normal/RMA textures (or edit base color). - Open BP_Spaceship → select Space Ship Mesh Component (SM_Spacehip).
- Set Materials → Element 0 to
MI_Spaceship_Custom. - Compile, save, play DemoMap — ship should render with your material while movement and collision stay the same.
| Default asset | Path |
|---|---|
| Mesh | Meshes/SM_Spacehip |
| Material | Materials/MI_Spaceship |
| Textures | Textures/Spaceship_Albedo, Spaceship_Normal, Spaceship_RMA |
Example — swap asteroid textures only
Section titled “Example — swap asteroid textures only”Keep the three stock meshes but change the look:
- Duplicate
MI_SpaceRock_01,MI_SpaceRock_02,MI_SpaceRock_03. - Point each duplicate at new textures under
Textures/(or your imported files). - Play and destroy each size — BP_SpaceRock picks mesh/scale from the Asteroid Sizes map; materials stay on the static mesh assets.
| Mesh | Default material |
|---|---|
SM_SpaceRock_01 | MI_SpaceRock_01 |
SM_SpaceRock_02 | MI_SpaceRock_02 |
SM_SpaceRock_03 | MI_SpaceRock_03 |
Example — custom explosion for Large rocks
Section titled “Example — custom explosion for Large rocks”On BP_SpaceRock → Class Defaults → Explosion Effects:
| Size | Default particle | Default sound |
|---|---|---|
| Small | P_Explosion_Small | Explosion_Cue |
| Medium | P_Explosion_Medium | Explosion_Cue |
| Large | P_Explosion_Large | Explosion_Cue |
| ExtraLarge | P_Explosion_ExtraLarge | Explosion_Cue |
Steps:
- Import or create a particle system (for example
P_Explosion_Large_Neon). - Open BP_SpaceRock → Explosion Effects → row Large.
- Set Particle Effect to your new system; keep Sound Effect as
Explosion_Cueor assignExplosion01/Explosion02. - Play, destroy a Large rock, confirm VFX/SFX play at the rock location.
Struct ST_SpaceRockDestructionEffects fields: Particle Effect, Sound Effect.
Missile / projectile look
Section titled “Missile / projectile look”| Asset | Path |
|---|---|
| Mesh | Meshes/SM_Missile |
| Materials | MI_Missile, MI_Missile_Unlit |
Open BP_Projectile → Projectile Mesh Component. Default projectile stats: Speed 10000, Damage 100.
Background
Section titled “Background”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.
Verification checklist
Section titled “Verification checklist”- 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)