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Tune difficulty

This walkthrough uses the shipped class defaults from the template project. Values below were read from BP_SpaceRockGameMode, BP_Spaceship, and BP_SpaceRock in the open FAB project.

flowchart LR
  StartGame --> StartSpaceship
  StartSpaceship --> StartAsteroidSpawn
  StartAsteroidSpawn --> SpawnNextAsteroid
  SpawnNextAsteroid --> RandomDelay["RandomTime 1–3 s"]
  RandomDelay --> Timer["Set Timer by Event"]
  Timer --> SpawnNextAsteroid

While Current AsteroidsMax Asteroids To Spawn, the game mode stops spawning until rocks are destroyed.

Goal: fewer rocks on screen, slower spawns, more lives, gentler ship handling.

BlueprintPropertyDefaultExample change
BP_SpaceRockGameModeMax Asteroids To Spawn3012
BP_SpaceRockGameModebCan Spawn Asteroidstrueleave on
BP_SpaceshipSpaceship Lives35
BP_SpaceshipRefire Time0.20.15 (slightly faster shots)
BP_SpaceRockHealth10080 (easier to destroy)
  1. Open Content → SpaceShooterTemplate → Blueprints → BP_SpaceRockGameMode.
  2. In Class Defaults, set Max Asteroids To Spawn to 12. Compile and save.
  3. Open BP_Spaceship → set Spaceship Lives to 5 and Refire Time to 0.15.
  4. Open BP_SpaceRock → set Health to 80.
  5. Play DemoMapStart Game and confirm the screen feels less crowded.
BlueprintPropertyDefaultExample change
BP_SpaceRockGameModeMax Asteroids To Spawn3040
BP_SpaceshipSpaceship Lives31
BP_SpaceshipbEnable Continuos Firingtruefalse (click each shot)
BP_ProjectileDamage10075
BP_SpaceRockAsteroid Speeds → ExtraLarge100200

Default maps on the BP_SpaceRock class:

SizeScaleSpeedScoreCrit multiplierChild countRotation rate
Small0.251400101.20140
Medium0.75800201.43100
Large1.25400301.6460
ExtraLarge2.0100401.8540

Example: make large rocks split less — set Child Asteroids → Large from 4 to 2.

Child Asteroids is the number of smaller rocks spawned when that size is destroyed (0 = no split, as on Small).

PropertyDefaultNotes
Acceleration1000Forward thrust
Turn Rate250Rotation speed
Restart Delay3Seconds before restart after game over
FOV100Camera field of view

Projectiles are configured on BP_Projectile (spawned by cannons):

PropertyDefault
Speed10000
Damage100

BP_TripleShot fires three BP_Projectile instances per Fire call — effective DPS is much higher than BP_SingleShot even with the same projectile stats.

  1. Save all edited Blueprints.
  2. Open DemoMap and press Play.
  3. Run: start screen → play until game over → restart.
  4. Confirm Asteroids Count on the HUD stays at or below your new Max Asteroids To Spawn cap.