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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.

Unreal C++ Tutorial – Player Character Series – Punch – Part 1

By Development, Tutorial, Unreal One Comment

Hey guys,

Today we have a new video in a series of videos looking at the Player Character.

Specifically we are going to examine various mechanics of the player character and how we can replicate them in C++. Some of the topics we are going to look at are animations, sound effects, particles, collisions and various other technical topics all in the form of fun skills and features we can introduce to our player.

Our first video is all about crafting a Punch mechanic using Animation Montages.

For this I have created a GitHub Project for you guys to start from, as well as the final version of the project listed under the “part1-end” GitHub branch.

If you would like more information about animation montages check out the following links:

 

Thanks for taking a look and tune back for more.

How to disable Oculus VR / Google VR / Steam VR plugins in Unreal Engine

By Development, Tutorial 2 Comments

Hey guys,

This is for all the Unreal devs out there who have a VR headsets and cannot stand the fact that the VR plugins are enabled by default, never fear ! Here is a quick little walk through of how to disable them.

With the Unreal Engine open do the following:

  • Go to Edit -> Plugins
  • Search for “VR” plugins
  • Note all the plugins you want to disable and who makes them

           

Now open up your file explorer and navigate to:

C:\Program Files\Epic Games\[ENGINE VERSION]\Engine\Plugins\Runtime

NOTE: you will have to repeat this exercise for all the versions of the Unreal Engine you use as they don’t carry over. In my case I had to update 4.21 and 4.20 independently.

 

Here you will notice all the various plugins that are available to the engine. We are going to look for the folders of the plugins we want to disable, in my case the Oculus one. This can be found under ..\Runtime\Oculus\OculusVR\OculusVR.uplugin

We are going to pop open the *.uplugin file in a text editor and look for the following line: “EnabledByDefault”: true

Change the “true” to a “false“.

Save your file. Restart Unreal Engine and now when you start a new project, BAM no more VR plugins by default.