In this post I will focus on shooting and reloading functionalities. Goals that I want to achieve:
- I want to have easy method for shooting with different weapons,
- If my weapon doesn’t have ammo it should reload automatically,
- I can reload my weapon whenever I want,
- I won’t be able to shoot if I’m changing weapon,
In this post weapon won’t fire any projectile yet but you will learn more about blueprint communication, creating animations in blueprints and doing recoil directly in animation blueprint.
Continue reading “Weapons – shooting and reloading functionalities”
Now if we have our inventory we can start adding new weapons!
- Player can choose which weapon he want to play, (for now it will be placeholder UMG we did in inventory tutorial)
- Player can change weapon during gameplay with animation, (by keyboard now)
- Weapons will attach correctly,
- Hands will update idle animation to correctly hold the weapon,
We won’t be doing shooting / reloading in this post. Let’s focus on basics first.
Continue reading “How to add weapons – basics + equipping”
There is a lot of questions like:
- Can I create whole game using Blueprints only?
- What about performance if I’m using Blueprints?
- Which should I use – Blueprints or C++?
I will try to answer those in this post.
Continue reading “Blueprints vs C++”
Before start you should watch this tutorial from Epic. Creating Inventory isn’t so hard but it requires Arrays and Structs to work with.
What I would like to accomplish:
- Player will have his backpack which will be global inventory with all of the weapons collected,
- Player can choose which weapon he would like to use in mission,
- Inventory should be generic. I don’t know yet which weapons I will use and which stats they will have,
- Game should remember which weapons I’ve chosen so I don’t need to choose them again,
Continue reading “How to create Inventory”
In earlier post I’ve described how to move assets from Shooter Game Example. To complete this tutorial you will need to move Animations and Characters folders to your project.
Continue reading “Add FPP arms and TPP mesh to your Character”
Unreal Engine 4 comes with lots of examples which can be used commercially if you are using Unreal Engine 4. I will show you the most simplest way to migrate / copy assets from different projects.
As example I will use Shooter Game because it will be needed later. Shooter Game can be found in Learn tab. Please download it and run the project.
Continue reading “Tip: how to move assets from examples / different projects”
In this post you will learn how to implement look around controls for Mouse, Touch and Gyro. It will cover basics of UMG and blueprint communication. Continue reading “First person look around controls – mouse touch tilt”
If you are indie developer and you don’t have graphics artists in your team it’s always hard to create a game. Lot’s of my indie friends struggle the same problem:
“from where can I get assets for my game?”
Continue reading “How to get assets?”
Lot’s of my friends who are doing games using different engines than UE4 have problems with starting using UE4 because they do not know how the engine works. I will start with explaining how the main classes work.
Let’s create new blank project with starter content.
Continue reading “Configuring new project. UE4 main classes explanation.”
Blogging is something that isn’t easy for me and I’m not a professional Blogger. After analysing my older site I have decided to change some things. Look at it like a new iteration of the blog, like a blog refactor 😉
First of all blog will be clear of ads! (ATM I have moved to custom VPS that is generating monthly cost for me – I’m testing ads if they can fund VPS cost)
- All posts will be categorised for you guys. It will be easier to navigate and search,
- Each post about implementation will be treated as complete tutorial with single functionality that you can add to your project,
- All old posts can be found here.
If you have ideas how to improve the blog please let me know!