Created
January 12, 2017 23:29
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moving camera: | |
l+r at same time | |
Hold right, + wasd+qe move camera | |
fog: quickest way to get a basic background | |
light: atmosphere option -> sun | |
skylight -> fill light (heuristic based) | |
dynamic time of day blueprint | |
blueprint: begin play + tick events | |
add world rotation | |
- pitch | |
right click to split | |
nav volume.. walkable space. default char size, can customise | |
create blueprint based on c++ classes | |
native base class -> native blueprint class -> blueprint | |
pawn -> controllable character | |
“controller is a brain” | |
“controller can shift from person to tank” | |
.. transfers controls and camera | |
character is based on pawn.. includes helpful stuff. Humanoid / Bipedal etc. Movement, collision, | |
Arrow forward visual indicator only | |
CharacterMovement component .. base code for movement | |
- platform | |
- 3rd person | |
- pretty flexible | |
MagicChair .. chair affects nav, turn it off | |
local nav mesh invoker .. nav within a distance | |
AIController: | |
custom event -> function.. no retur | |
“Wander” event | |
every 5s walk to a specific location | |
“get random point in navigable radius” | |
.. returns position | |
return point around enemy or item etc | |
origin is the chair body | |
“ai move to” functuon | |
behaviour trees | |
- sequence: move to | |
- sequence: attack/defend/hide etc | |
on fail goes back up the tree | |
on success goes into leaves | |
gamepad vs keyboard.. pretty easy | |
edit -> project settings -> input | |
action / axis mappings | |
action mappings: pressed/released | |
axis mappings: polls for axial values. | |
“move up” event -> add movement input | |
camera on springarm | |
- adds offset to camera | |
- adds camera lag | |
GameModeBase -> normally for game rules. Set default player and ai thing. | |
MaterialEditor | |
“t” add texture | |
“v” add colour | |
linear interpolate for mixing (lerp) | |
quixel/substance app for baking masks | |
player outline - fresnel -> pronounced “frenel” | |
“power” function blackens greys with maths | |
material kicks in at certain distance.. “get world position” -> “ get camera position” | |
clamp(min, max) | |
pixel distance blend function | |
animation blueprints -> good and useful | |
state machine | |
-> locomotion | |
conduits + states | |
“try get pawn owner” | |
“is falling” | |
chris.murphy@epicgames.com | |
movement <- is falling -> jumping | |
-> final pose (feeds in all possible options) | |
animation blend | |
create movement blend | |
ad blend space movement | |
“try pawn..” -> get velocity vector -> transform into player space -> “inverse transform” | |
cached animation | |
-> reuse info for stuff | |
slot: upper body | |
slot: fully body | |
e.g. attack swing arm but still running | |
e.g. blend leg movement with upper body animation | |
layered blend per bone | |
animation montage -> many animations, plug together. | |
Anim notify -> at this time call events in blueprint | |
can edit blend in/out timing | |
mouse position… convert mouse location to world space | |
get unit vector. from:player to:mouse | |
springarm disable inherited pitch etc | |
yaw rotation -> right click: “interp to ..” “r interp to” | |
character can take rotation from camera .. disable | |
store value in character (look at position: vector) | |
.. mouse position (cached) | |
UI .. make a HUD | |
create binding velocity | |
get vector length | |
splitscreen! | |
particle effects: | |
-> unlit | |
uv map .. 0,0 -> 1,1 | |
distance to centre -> sphere-ish texture | |
particle system -> cascade system.. niagra is newer better system..? | |
fireball, initial velocity | |
spawn sphere | |
sparks.. particle is square facing camera. Align to velocity, size along axis | |
unreal engine meetup melb | |
unreal slackers -> discord chat | |
nvidia shield |
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