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.
Spawn flow
Section titled “Spawn flow”flowchart LR StartGame --> StartSpaceship StartSpaceship --> StartAsteroidSpawn StartAsteroidSpawn --> SpawnNextAsteroid SpawnNextAsteroid --> RandomDelay["RandomTime 1–3 s"] RandomDelay --> Timer["Set Timer by Event"] Timer --> SpawnNextAsteroid
While Current Asteroids ≥ Max Asteroids To Spawn, the game mode stops spawning until rocks are destroyed.
Example — calmer arcade mode
Section titled “Example — calmer arcade mode”Goal: fewer rocks on screen, slower spawns, more lives, gentler ship handling.
| Blueprint | Property | Default | Example change |
|---|---|---|---|
| BP_SpaceRockGameMode | Max Asteroids To Spawn | 30 | 12 |
| BP_SpaceRockGameMode | bCan Spawn Asteroids | true | leave on |
| BP_Spaceship | Spaceship Lives | 3 | 5 |
| BP_Spaceship | Refire Time | 0.2 | 0.15 (slightly faster shots) |
| BP_SpaceRock | Health | 100 | 80 (easier to destroy) |
- Open Content → SpaceShooterTemplate → Blueprints → BP_SpaceRockGameMode.
- In Class Defaults, set Max Asteroids To Spawn to
12. Compile and save. - Open BP_Spaceship → set Spaceship Lives to
5and Refire Time to0.15. - Open BP_SpaceRock → set Health to
80. - Play DemoMap → Start Game and confirm the screen feels less crowded.
Example — hardcore mode
Section titled “Example — hardcore mode”| Blueprint | Property | Default | Example change |
|---|---|---|---|
| BP_SpaceRockGameMode | Max Asteroids To Spawn | 30 | 40 |
| BP_Spaceship | Spaceship Lives | 3 | 1 |
| BP_Spaceship | bEnable Continuos Firing | true | false (click each shot) |
| BP_Projectile | Damage | 100 | 75 |
| BP_SpaceRock | Asteroid Speeds → ExtraLarge | 100 | 200 |
Per-size rock tuning (BP_SpaceRock)
Section titled “Per-size rock tuning (BP_SpaceRock)”Default maps on the BP_SpaceRock class:
| Size | Scale | Speed | Score | Crit multiplier | Child count | Rotation rate |
|---|---|---|---|---|---|---|
| Small | 0.25 | 1400 | 10 | 1.2 | 0 | 140 |
| Medium | 0.75 | 800 | 20 | 1.4 | 3 | 100 |
| Large | 1.25 | 400 | 30 | 1.6 | 4 | 60 |
| ExtraLarge | 2.0 | 100 | 40 | 1.8 | 5 | 40 |
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).
Ship movement defaults (BP_Spaceship)
Section titled “Ship movement defaults (BP_Spaceship)”| Property | Default | Notes |
|---|---|---|
| Acceleration | 1000 | Forward thrust |
| Turn Rate | 250 | Rotation speed |
| Restart Delay | 3 | Seconds before restart after game over |
| FOV | 100 | Camera field of view |
Weapon defaults
Section titled “Weapon defaults”Projectiles are configured on BP_Projectile (spawned by cannons):
| Property | Default |
|---|---|
| Speed | 10000 |
| Damage | 100 |
BP_TripleShot fires three BP_Projectile instances per Fire call — effective DPS is much higher than BP_SingleShot even with the same projectile stats.
Verify in PIE
Section titled “Verify in PIE”- Save all edited Blueprints.
- Open DemoMap and press Play.
- Run: start screen → play until game over → restart.
- Confirm Asteroids Count on the HUD stays at or below your new Max Asteroids To Spawn cap.