Thursday, June 11, 2015
ET17 - Assignment 16 - Health & Damage
There are also stationary spike traps in the level that cause damage.
ET17 - Assignment 14 - Jump Pads, God Rays and Fire
Here are 3 instances of the God Rays in the prisoner's dungeon.
Wednesday, June 10, 2015
ET17 - Assignment 12 - Basic AI
This character is pacing in his dungeon cell, waiting for the character to help him escape
This castle guard will chase the character when he sees him
ET17 - Assignment 11 - Timed Button Triggers
Monday, June 8, 2015
Thursday, May 14, 2015
Tuesday, May 12, 2015
ET17 - Assignment 07 - Hi Poly to Low Poly Normal Map
Thursday, April 23, 2015
ET 17 : Assignment 04: Unreal Tutorial
Timed Triggers Using the Matinee Method
This method is what I'm using in the Level Blueprint. We will set up a switch with a prompt to enable input, then set a wall to descend when the button is pushed.
Setup
The first thing to do is set up the switch so that your character is able to press a key to trigger an event.
Place an instance of SM_Statue (Starter Content → Props) in your scene – this will be a visual representation of your switch, so put it wherever you want the switch to be. Then create a trigger volume in front of it, large enough for the character to stand in. Rename this volume (I named mine SliderTriggerVolume.)
Right click on this trigger volume and select “OnEventBeginOverlap” from the Add Event option in the Collision submenu.
In the Level Blueprint, drag out from the OnActorBeginOverlap Other Actor node for the SliderTriggerVolume, and connect a Cast To MyCharacter node.
Then drag out from the Cast To MyCharacter pin and connect it to an Enable Input function. Drag a wire from the Player Controller pin and connect it to a Get Player Controller function.
Next we’ll create a cue so that the player knows to press a button. So create a new String Variable, and name it Press F. Type “Press F” in the Default Value field. Compile now.
Drag a wire from Enable Input and add a Print String function. Then create a reference to the Press F String Variable you just created (either click on it, right click and add reference, or just ctrl+drag it into the Event Graph. Connect the Press F string to the Print String function. Now when you enter the Trigger Volume, the player will receive a prompt to press F.
Now we want to disable input when the character leaves the Trigger Volume, so that the F key can only trigger an event when the character is standing in it, and not at other random points.
Once again, right-click on the SliderTriggerVolume in the World Outliner, Add Event and this time select OnActorEndOverlap.
In the Event Graph, once again, drag a wire from the blue “Other” pin to create a Cast To MyCharacter node.
Then drag from the execution pin on Cast To MyCharacter and add a Disable Input function.
Finally, connect the Player Controller node on the Disable Input function to the Get Player Controller function (you can use the same one as before or make a new one, whichever you prefer). The final connection network should look like this. Draw a comment box around it and name it something useful, like Enable/Disable Input SliderTriggerVolume.
Place an instance of wall_400x200 in the descending wall's starting position.
Add a new Matinee by selecting Add Matinee from the Matinee menu.
In the Matinee window, right click to Add New Empty Group, then - with the wall selected in the World Outliner - right click again to Add Selected Actors to Group.
Right click again to Add New Movement Track. (No picture, but you know what you’re doing.)
Add a key at frame 0. For this tutorial, I have decided to give the wall a 10 second descent. So scroll in the movement track to 10 seconds (or however long you want this to take) and set another key.
Then in the main viewport, move the wall down to its final position.
If you are satisfied with the keys, close the matinee actor.
Select the Matinee Actor that you’ve just created in the World Outliner. Right click in the Event Graph to create a reference to the Matinee.
Then drag a pin from the Matinee reference, and add a Play function.
Then, from the execution pin on the left side of the Play function, drag a wire and connect it to F. This tells the game that when F is pressed, the Matinee should start to play.
The final graph for the this part should look like this.
Both graphs together look like this:
Compile the graph and test it out.
If you want to add a delay before the start of the matinee, just insert a Delay function between the F event and the Play function, and specify how long to make the delay (here is one for 3 seconds).
For this example, I have used the input event of pressing F to trigger the start of a matinee which closes a door. You can use this setup of input + delay to trigger any function you like, not just playing matinees.
Thursday, April 9, 2015
ET17 - Assignment 06 - Adding Basic Interactivity
I'm testing blueprints in a separate level map, but this pendulum setup
is what I am going to use in a short maze in the basement leading to the
dungeon
Interactivity practice -Here is an unlocked door, the pendulums, a rising platform and an automatic platform. I am working on a switch that will operate the wall at the end, so that it will descend.
Class blueprint for the pendulums
Unlocked door class blueprint
The beginnings of a class blueprint for the descending wall switch
The beginnings of a class blueprint for the descending wall
I initially wanted to set up the switch and wall as two separate class blueprints so that they could be varying distances apart, but I'm still learning how to make blueprints talk to each other. This might just be better off in the level blueprint for now.
ET15 - Assignment 05 - Modeling a Modular Level
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Whole Tower Wireframe Side View |
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Basement Level Tower has no windows |
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Main Floor Level Stair Tower has windows that connect with the upper level |
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Interlocked windows |
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All Tower Pieces stacked |
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Tower in Unreal Engine |
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Stairs in Maya |
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Stairs in Unreal |
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From Interior of tower stairwell |
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Observation balcony over chapel |
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Curved Chapel Floor |
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Chapel from above in Unreal Engine |
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Interior Wall with passthrough doors |
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Short exterior wall with windows |
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Long exterior wall with windows |
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Main Entrance to castle |
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Main Hall of castle - entrance |
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Exterior of windowed Walls in Unreal |
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Wall for dungeon bars in Maya |
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Wall and Dungeon Bars (separate meshes) |
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Dungeon bars in Unreal |
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Overview of Dugeon |
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Curved chapel wall with windows |
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Viewing balcony over chapel, curved walls |
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Main floor doorway to chapel |
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doorway to chapel in Unreal |
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One floor up from entry to chapel |
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Axe for dungeon booby trap |
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Axes in Unreal (still testing blueprints) |
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