As part of the module, it was required that we make a main menu screen, this would be achieved by starting up a new level, as well as a new game mode, widget and HUD. Within the HUD I only needed to create a simple blueprint so that the display would come up on the editor. Although not necessary I added in a “GetPlayerController” node and linked it up to the viewport, this would just make selecting easier.
After importing buttons and a background image, I needed to make slight modifications the them all, when the player would hover over the buttons, they would glow red, and when pressed they would shrink slightly. I also added in a quick sound to when they were all pressed, the same sound I used for the tankards. After going into their blueprints, all that needed to be done was to connect their “OnClicked” nodes to the main player level.The resolution options were slightly different, however they were still rather simple. For these nodes I make use of the console commands, something I haven’t used yet within the project. The console node simply needed me to type in “setres (resolution)” and when ever they were clicked on the game launch, they resolution would change So that the game would have an appropriate end, I used the same techniques to create a death screen, as you can see below this screen would either restart the level, or return the player to the main menu. To bring the player to this screen, I needed to use a similar trick as I did with teleportation, when the player would hit the invisible mesh below, they would be teleported elsewhere. For this t was a matter of simply opening the level blueprint and connecting the box collision to the end level. Below I used the same trick to create a way out of the level if the player chose to, by creating an avoidable hole which teleports to the main menu.