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Showing posts from December, 2014

Unreal Engine 4 Tutorial: Smooth Zoom using Mouse Wheel for Top Down Template

Well, I had already written a tutorial for implementing Smooth Zoom functionality for Top Down Template. But it was based on keyboard inputs. Since most Top Down PC games use mouse wheel for zoom, I decided to make a tutorial for the same. The core logic here is the same as the one implemented by Ryan Jon for the custom camera in his RTS Community Project. If anyone's interested, they can get the code for the RTS Community Project here:

UE4 RTS Community Project

Anyways, he has replaced the default camera for the characters with a general camera since that's more ideal for developing an RTS game. Since a basic Top Down game with a single playable character does not need a separate custom camera, I decided to implement the same functionality for the default player camera in UE4's Top Down Template. So let's get down to it.

First of all we need to make a custom curve from the content browser. We will be using this curve to define the smooth camera movement while zooming …

Unreal Engine 4 Dev Update #7: RTS Camera System for Top Down Turn-Based Games

In my previous dev updates, I had talked about how I implemented a grid based movement system in the Top Down template. Now that we got that out of the way, I decided to tackle the issue with the default camera system in the Top Down template. Since I needed the camera to smoothly move to focus on the active character, it was kind of troublesome to use the default cameras as they were each attached to their corresponding characters. So I got rid of them. And now I have a new RTS style camera in place of it. Now this allows me to smoothly move the focus between the cameras depending on the game state. I'll just give a brief overview of the features that I've implemented.

First of all, I created a separate blueprint for the new camera. At the most basic level, it needs to move freely anywhere along the map. So I mapped the WASD keys to move the camera along the forward/backward and lateral directions. I'll probably add mouse based movement as well in the near future. All the …

Unreal Engine 4 Dev Update #6: Character switching, Holographic Localized grids & Auto-Activation of UI

After I got my basic Command UI & grid based movement system working, I started implementing some changes to the UI as well as the functionality for allowing the player to switch between the playable characters of his party. Lately I've been doing some extra work on Level Design for a game as well as some personal side projects. So I kinda got caught up with all that & wasn't able to post any update over the last weekend. Now that we're back on track, let's move on to the new updates:

Switching between playable characters

Until recently, I had been mainly working on a single playable character, making sure that it's movement was restricted to a grid system. So I decided to implement that across multiple playable characters. For now, I've implemented a keyboard based switching between the party members. Later I'll add a mouse input based selection as well. I got it working by having player inputs mapped to allow possession of the different characters. …

Unreal Engine 4 Dev Update #5: HUD based Command UI, Grid based movement system & Dynamically Spawning Grids

Welcome back to the blog, it's time for another update. Starting with this post, I'll be posting only the details regarding the new development in the dev updates. I'll post tutorials for some of them as separate posts. I'm doing this since I don't have time to write the tutorials for each and every one of my updates. So I'll be making tutorials only for those topics which aren't available elsewhere. With that out of the way, let's get to this week's dev update. I'm already behind schedule by a few posts.

In my last update, I had written about how to implement keyboard input based camera rotation for Top Down games. You can find it here:

Unreal Engine 4 Dev Update #4: Camera Rotation for Top Down Games
Moving on to the updates, these are the main changes that I have made:
HUD based Command UI
Following my last update, I worked on implementing a basic HUD based Command UI. Since I hadn't worked on HUD Blueprints before, I looked into the HUD based…