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Showing posts from January, 2016

Unreal Engine Tutorial: Create Circular Ring Material without Textures

Hi, welcome back for another tutorial. It's been quite a while since I put up a tutorial as I've been busy working on toolkits for the Marketplace. One of my earlier tutorials [link: Unit Selection Decals for RTS Games] had focused on how to create ring materials using textures, as well as using them to display unit selection decals for RTS games. However, a drawback associated with using textures was that it prevented the user from changing the inner & outer radius of the ring. And during prototyping stages of a product, it's far better to implement structures that can be changed easily from within the engine so that you don't have to create a new asset from an external package every time you need to test out a new idea. I've found this approach quite useful while working on my own products. Hence, this tutorial focuses on creating a ring material that can be adjusted both from within the material editor as well as dynamically at runtime.

Alright before we get …

Top Down Stealth Toolkit for Unreal Engine Marketplace

The Top Down Stealth Toolkit is a pure blueprint framework that enables quick & easy creation of stealth games from a top down perspective. It is now available in the Unreal Engine Marketplace at: https://www.unrealengine.com/marketplace/top-down-stealth-toolkit


Features: - Top Down Camera Perspective. - Patrol Guards that can respond to multiple types of stimuli including the player character, incapacitated team mates, alarms, & other types of noises. - Cameras, Motion Sensors, Laser Security Systems, & Turrets function as supporting entities to assist the Patrol Guards & provide additional layers of challenge to the player.
- Use Whistle, Gadgets, Suit Abilities, & Weapons to distract or disable AI Bots.
- Gadgets: Proximity ShockMine.
- Suit Abilities: EMP Blast.
- Weapons: Stun Gun, Hand Gun, & Silenced Hand Gun.
- Place Exit Point & collectible Gems across the level to drive the core gameplay.
- The Loadout Menu at level startup enables selection of Gadgets thro…

Unreal Engine Diaries #11: Nav Mesh Configuration

[This episode of Unreal Engine Diaries focuses primarily on nav mesh configuration, nav areas & configuration of agent types.

Source: Unreal Engine 4 AI Support Twitch Broadcast with Mieszko: https://www.youtube.com/watch?v=7LaazCv4rB0]

1. The Recast NavMesh has a couple of attributes named 'CellSize' & 'CellHeight' under the 'Generation' section in it's details panel. Together they determine the resolution of the nav mesh & lowering these values can create more precise nav meshes. It could be especially useful when there are lot of holes in the nav mesh due to the surface properties of the terrain. However, lowering them also makes the nav mesh calculations more expensive.

2. If runtime nav mesh generation is enabled, it would be best to set the 'Tile Size' attribute of Recast NavMesh to the minimum viable amount.
3. The 'Min Region Area' parameter which can also be found under 'Generation' section of Recast NavMesh can be i…