β‘ Unreal Engine Blueprint Reference
Comprehensive blueprint solutions with collapsible code viewers and usage instructions
πͺ Coin Pickup System
The complete coin interaction blueprint with healing effects, visual feedback, and cleanup logic.
Player Interaction
VFX Integration
Sound Design
How to Use This Blueprint:
- Create a new Blueprint Class: Choose "Actor" as parent class
- Add Components:
- Static Mesh Component (for coin visual)
- Sphere Collision (set to "Trigger")
- Paste the Code:
- Open the Event Graph
- Create an "Event BeginPlay" node
- Paste the copied code structure
- Connect nodes as shown in the comments
- Configure Assets:
- Assign your coin mesh to Static Mesh Component
- Add sound cues and particle effects to the project
- Set up player character reference
// COIN PICKUP BLUEPRINT IMPLEMENTATION
// =================================
/* BEGINPLAY EVENT */
Get Player Character β Cast to ThirdPersonCharacter β Store in PlayerRef
/* ONCOMPONENTBEGINOVERLAP */
Check if OtherActor == PlayerRef
β If True:
β Call "CoinMaths" with CoinType
β Call "RemoveHandler"
// COINMATHS CUSTOM EVENT
Switch on CoinType:
Case HealingCoin:
Get Current Health β Add 5 β Set Current Health
Case DamageCoin: ... // Additional cases
// REMOVEHANDLER CUSTOM EVENT
Play Sound (CoinPickup)
Spawn Particle System at Location
Destroy Actor
π΅ Random Level Music
Level blueprint solution for playing random background music on load.
Audio System
Randomization
Performance Optimized
How to Use This Blueprint:
- Open Level Blueprint: Found in the top menu bar under "Blueprints"
- Create Custom Event:
- Right-click β "Add Custom Event"
- Name it "PlayRandomSong"
- Paste the Code:
- Create an "Event BeginPlay" node
- Drag from output to "Call PlayRandomSong"
- Paste the copied code structure
- Add Audio Assets:
- Create an array variable (type: Sound Wave)
- Add your music tracks to the array
- Adjust volume multiplier as needed
// RANDOM LEVEL MUSIC IMPLEMENTATION
// ================================
/* BEGINPLAY EVENT */
Call "PlayRandomSong"
// PLAYRANDOMSONG CUSTOM EVENT
Create Array of Sound Assets β Add multiple tracks
Get Random Index β Get Array Element at Index
Play Sound 2D with selected track
Set Volume Multiplier to 0.7
/* EXPANSION OPTIONS:
// For looping music:
// Create Timer β Call PlayRandomSong again after delay
// For crossfading:
// Use Audio Components instead of Play Sound 2D