This section addresses common questions about customizing and modifying the CrowdRunner project.
1. Q: How can I change the maximum number of followers the player can have?
A: The maximum number of followers is primarily controlled by a variable within the BP_MultiplierSegment
, which is used when clamping the result of math operations.
BP_MultiplierSegment
.ApplyOperation
.Clamp (Integer)
node.Max
input pin of this Clamp (Integer)
node. You likely have a variable like MaxFollowers
or MaxPlayerCrowdSize
connected here, or a literal value. Change this variable's default value or the literal value.BP_Crowd_Player
that might also limit spawning (e.g., in UpdateFollowerCount
) respects this new maximum if it has its own cap. Typically, the TargetFollowerCount
set by the segment should be the definitive value.2. Q: How do I change the player's movement speed (normal and during battle)?
A: Player movement speed is controlled by the Max Walk Speed
property of the CharacterMovementComponent
within BP_Crowd_Player
.
BP_Crowd_Player
.Event ExitBattleState
.SET Max Walk Speed
node (Target: CharacterMovement
). The value connected here (e.g., 1500.0
) is the player's normal running speed. Adjust this value.BP_Crowd_Player
.Event EnterBattleState
.SET Max Walk Speed
node that's likely connected to a Clamp (float)
node. Adjust the Min
and Max
values of this Clamp
(e.g., currently 200.0
to 300.0
) to define the slower speed range during combat.Max Walk Speed
set on the CharacterMovementComponent
itself (in Class Defaults or Components panel). The ExitBattleState
logic likely overrides this for consistency.3. Q: How can I add new types of level segments (e.g., a new obstacle segment)?
BP_BaseGroundSegment
in the Content Browser and select "Create Child Blueprint Class."BP_ObstacleSegment
.BP_ObstacleSegment
and add any specific meshes, collision, and Blueprint logic unique to this segment type (e.g., spawning obstacles, a new type of trigger). It will inherit the ground and basic segment-spawning trigger from BP_BaseGroundSegment
.