VIDEO This will be more advanced post but you will learn a lot about UMG->Blueprint communication. Here are my goals:
Draw all slot weapons informations,
Change weapons from UMG panel,
Will work on PC and Touch,
Player shouldn’t be able to choose weapon which don’t have ammo,
Player should see which weapon is currently equipped,
When choosing weapons do slomo and DOF effect,
Lot’s of great stuff do to!
This will be quick and easy tutorial but I need to be sure you guys know that
you can add materials to your UMG widgets.
Just one simple goal:
Make health and armor bar more attractive,
Working alone on a game is really hard sometimes. For example I’ve bought K-Spree GUI and I don’t have weapon icons for UI. I would like to show you guys how to use Unreal Engine 4 features to create icons from 3d meshes.
Goal: Create weapon icons from 3d assets,
Have one level to configure everything to create icons,
In this post I will focus on creating another UMG widget which will:
Let me know how much ammo do I have in mag and backpack,
Let me know when I’m reloading weapon,
Will be implemented as UMG pipeline was created,
By this post I will start UMG HUD tutorials series. What I would like to accomplish in this tutorial:
Display player health,
Display player armor,
It should work well on all platforms and mostly on VR,
It should be optimized for mobiles,
As I wrote earlier will try to implement all of the weapons from
Military Silver Pack. Next in line is Sniper Rifle. Again we would need to implement new functionality to BaseWeapon – second fire. In this case second fire will trigger sniper scope.
Sniper Rifle should have zoom and sniper scope functionality,
I want to have “bullet time” effect triggered sometimes, (camera chasing bullet),
Use BaseWeapon functionalities to drive the weapon,
Lot of new stuff coming here.
There are lots of ways for dealing damages in games. I will do more advanced stuff:
Damage will be calculated from weapon and ammo type,
Critical Chance will be calculated,
I need to see what’s the damage and if there was a critical hit (UMG),
I need to see how much HP enemy have,
I want to have different damage depending on which body part I shoot, (eg head, leg etc)
Let’s gets started!
In this post I would like to work on:
Increasing spread when shooting,
Decreasing spread when in idle,
Dynamic crosshair that will tell me what’s the current spread,
Crosshair and spread is one of my favorite topic. You can
read here great article about aim systems, and math behind spread in AnswerHub. Let’s try to do this by our self!
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,
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.