Purpose: This is the foundational Blueprint for all playable track segments in CrowdRunner. It provides the basic visual ground piece and the core logic for triggering the spawning of subsequent segments, forming the endless runner track. Other specialized segments (like Multiplier or Enemy segments) inherit from this base.
Key Components:
FlatGround
(StaticMeshComponent): The visual mesh for the ground tile.R_GroundBoundary
(StaticMeshComponent or BoxCollision): Visual or collision boundary for the right side.L_GroundBoundary
(StaticMeshComponent or BoxCollision): Visual or collision boundary for the left side.Generator
(BoxCollisionComponent): A trigger volume placed at the end of the segment. When the player overlaps this, it signals the BP_Crowd_Gamemode
to spawn the next segment in the sequence.Spawn_Point
(SceneComponent or ArrowComponent): A visual marker or transform indicating where the next segment should ideally connect or align. Used by BP_Crowd_Gamemode
to calculate the NextSpawnXLocation
.