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Monthly Archives

November 2018

Unreal C++ Tutorial – Player Character Series – Punch – Part 3 – Collision events

By Development, Tutorial, Unreal No Comments

Hey guys,

Today we are going to jump into exploring collision events and continue from our last tutorial.

Now to get our collision events working we are going to go over the following topics:

  • Delegates – 04:00 – delegates allow us to defer logic from specific events to our internal methods based on aligning our method signature with what the delegate expects.
  • OnComponentHit – 05:00 – OnComponentHit provides is with information when a block event occurs between two entities in the world.
  • FHitResult – 15:00 – the FHitResult struct contains a lot of important information not only about the entity we are colliding with but also all the details about the collision, point of impact, various transform vectors, time, distance, etc etc
  • OnComponentBeginOverlap / OnComponentEndOverlap – 18:00 – these are notifications that will fire during the course of our animation playback and trigger specific events on our player character. In our case we are simply going to enable the collisions on our collision boxes.

As usual we have our starter project on GitHub as well as the final version for you to try out. Additionally here are a few links to do some further reading on the items we discussed.

Thanks for taking a look and tune back for more.

Unreal Project Copy / Rename Tool

By Development, Tool, Unreal No Comments

Hey everyone,

Recently I’ve been needing to make a lot of copies of my projects to support the various tutorials I am producing and I very quickly realized that merging from multiple branches across multiple projects was extremely time consuming. The primary motivation for this tool was to be able to quickly work on one project to create a baseline, copy the baseline to a new project, and keep iterating without having to create a ton of git branches in a single project.

“UE-4Kopiarka”, as I am coining it, is a small utility that allows you to take one Unreal 4 Blueprint / C++ project and copy/rename/update file references from one directory to another.

It can also be used to move/rename any other directories or files but it may not behave 100% due to how it renames contents of ascii files.

Changelog

Release 1.0.1 – Download

  • fixed one minor issue where folders that had prefix or suffixes around the old project name would not get copied over correctly

Release 1.0.0 – Download

  • initial project release
  • only tested on Windows

 

Unreal C++ Tutorial – Player Character Series – Punch – Part 2 – Collisions

By Development, Tutorial, Unreal No Comments

Hey guys,

Today we are going to pick up where we left off last time with our Player Character and we are going to introduce collisions.

Now to get our collisions working we are going to jump into a few topics like:

  • Mesh Sockets – 1:45 – these sockets will allow us to attach our Box Components to parts of our fists during the firing of our animations
  • Box Components – 6:25 – these small collision boxes will allow us to apply specific collision profiles at run-time in order to trigger the interaction with our target
  • Animation Notify States – 31:15 – these are notifications that will fire during the course of our animation playback and trigger specific events on our player character. In our case we are simply going to enable the collisions on our collision boxes.

As usual we have our starter project on GitHub as well as the final version for you to try out. Additionally here are a few links to do some further reading on the items we discussed.

Thanks for taking a lookt and tune back for more.