!r : MathLib.compose_rotators(GameLib.player_controller.control_rotation, RotationAngles!yaw_pitch_roll(0 0 10)) GameLib.player_controller.control_rotation_set(r) // // Queen // // Print all the data we need to recreate the queen at her current translation/rotation/scale BP_Queen.instances_first.transform // Move the queen 100 world units to the right BP_Queen.instances_first.add_actor_world_offset(Vector3!xyz(100 0 0)) // Move the queen 100 world units towards the camera BP_Queen.instances_first.add_actor_world_offset(Vector3!xyz(0 100 0)) // Move the queen 100 world units in the direction she's facing BP_Queen.instances_first.add_actor_local_offset(Vector3!xyz(100 0 0)) // Rotate the queen 90 degrees to her right, execute this 4 times BP_Queen.instances_first.add_actor_local_rotation(RotationAngles!yaw_pitch_roll(90 0 0)) // Reduce queen scale by 0.5x BP_Queen.instances_first.actor_scale_3d_set(BP_Queen.instances_first.actor_scale_3d * 0.5) // Increase actor scale by 2x BP_Queen.instances_first.actor_scale_3d_set(BP_Queen.instances_first.actor_scale_3d * 2) // // Archer // BP_ArcherCard.instances_first.transform BP_ArcherCard.instances_first.add_actor_world_offset(Vector3!xyz(10 5 0)) BP_ArcherCard.instances_first.add_actor_local_rotation(RotationAngles!yaw_pitch_roll(90 0 0)) BP_ArcherCard.instances_first.actor_scale_3d_set(BP_ArcherCard.instances_first.actor_scale_3d * 0.5) // // Knight // BP_Knight.instances_first.transform BP_Knight.instances_first.add_actor_world_offset(Vector3!xyz(10 5 0)) BP_Knight.instances_first.add_actor_local_rotation(RotationAngles!yaw_pitch_roll(90 0 0)) BP_Knight.instances_first.actor_scale_3d_set(BP_Knight.instances_first.actor_scale_3d * 0.5) // // Brick // BP_Brick.instances_first.transform BP_Brick.instances_first.add_actor_world_offset(Vector3!xyz(10 5 0)) BP_Brick.instances_first.add_actor_local_rotation(RotationAngles!yaw_pitch_roll(90 0 0)) BP_Brick.instances_first.actor_scale_3d_set(BP_Brick.instances_first.actor_scale_3d * 0.5)