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Showing posts from October, 2014

Unreal Engine 4 Dev Update #2: Basic Projectile System for Top Down Template

Alright, time for another update. In my previous post, I briefly discussed the system that went into adding a basic Zoom functionality to the Top Down Template in Unreal Engine 4. You can find it here: Unreal Engine 4 Dev Update #1: Zoom Functionality for Top Down Template. Moving onto the matter at hand, I've also added a Blueprint-based basic Projectile system to the template. Again a fairly simple task for beginners. 

First of all, I made a new projectile Blueprint from the 'New Blueprint' menu. Then I added a static mesh component inside it. I added collision for the mesh from the static mesh menu, but that's not necessary. So basically we have the projectile ready by now.

After that, I created a 'Fire Projectile' function inside my player character blueprint. I call this function when player presses the button for firing projectiles. Here's a screenshot of the function.


This function spawns the projectile in front of the player. Since the projectile alrea…

Unreal Engine 4 Dev Update #1: Zoom Functionality for Top Down Template

I've been meaning to put this post for quite some time. As mentioned in my previous post At the Crossroads, I've started working on Unreal Engine 4. On the side, I've also uploaded some videos of the stuff that I've been doing with the engine. Over here, in the blog, I plan to briefly describe the process for the same. So here goes the first update.

I started working on the default Top Down Blueprint template that came with the Unreal Engine. It basically contains a Top Down game template with the default blue player character and a camera adjusted so as to give it an isometric view. There's a basic level built using some BSP brushes and you can move the player around. That's all the functionality that comes with it by default. So first thing, I decided to add a basic Zoom functionality. Since I was more interested in Blueprints, I went through a few tutorials on it and then dived right into action. After tinkering around the engine for a while, I got a basic …