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Showing posts from November, 2014

Unreal Engine 4 Tutorial: 180 Degrees Camera Rotation in Top Down Template

In my previous update, I had explained how to implement a 360 degrees camera rotation system in the Top Down Template using the Blueprints. If you're interested, you can check it out here:

Unreal Engine 4 Dev Update #4: Camera Rotation for Top Down Games

Yesterday as part of an experiment, I decided to try a 180 degrees restricted camera rotation system for the same using Blueprints. Well, it turns out that implementing a 360 degrees rotation system is far easier than a 180 degrees system. The additional complexity for doing this with the Timeline nodes comes from the fact that we can't do a loop in this case. As a result the starting position in the Timeline track will be a -90 degrees, while the rotation angle of the camera at level start should be 0 degree. So that makes it necessary to add a few more nodes to make sure that Timeline track starts for the first time at a rotation angle value of zero degree. I'm not sure if this is the most efficient way to do it in Unrea…

Unreal Engine 4 Dev Update #4: Camera Rotation for Top Down Games

Hi everyone, welcome back for my next dev update, I had explained the process of implementing a Smooth Zoom functionality for the Top Down Template in Unreal Engine 4 Marketplace. If you want to check it out, you can find it here:

Unreal Engine 4 Dev Update #3: Smooth Zoom Functionality for Top Down Template

This time around, I'm going to explain how I implemented Camera Rotation for a Top Down Game in UE4. I've been meaning to make this one for quite some time, since I had received a few requests from my Youtube Video for the same. Since my motherboard and RAM got fried a few weeks ago, I was unable to do any work in UE4 for the past 3-4 weeks. I've ditched my old PC in the process and assembled a new one. So instead of waiting till the weekend to write all the remaining dev updates, I thought I'll get this one done with today itself. Alright, Camera Rotation is a fairly simple process. Basically I just use a Timeline node that keeps looping after a key value of 360 d…

Unreal Engine 4 Dev Update #3: Smooth Zoom Functionality for Top Down Template

In my first UE4 dev update, I had written about adding a basic Zoom functionality for the Top Down template in UE4 using Blueprints. But as I had mentioned back then, I had implemented a step-by-step zoom system. You could only zoom in discrete steps depending on how many times the input button was clicked. Well that might be useful in certain cases, but I wanted to add a Smooth Zoom functionality to my game. So I went about making some changes to the earlier Blueprint. Most of the stuff remains the same, so changing to this newer version will hardly take a couple of minutes. As a result, I won't be writing much about the stuff that I had already explained in the first post. For reference, you can find it here:

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

Moving on, let's get to the topic at hand.

So basically, in my earlier post, I had made changes of 100 units to the 'Target Arm Length' of the player character's 'Spring Arm' comp…