I have tough decision to make and I would like to ask you guys for help. As you may already know after finishing ShooterTutorial blog tutorials I will start working on full featured Unreal Engine 4 e-book which could be named “Learning UE4 by example: First Person Endless Shooter”. This will be big thing as I would like to learn every piece of UE4 tools that is needed to create such game…but let’s get back to decision.
As I’m doing more stuff in C++ lately I would like to ask you guys to answer simple question. Implementation in the Book should cover only Blueprints or proper usage of C++ and Blueprints?
From my point of view it should cover both C++ and Blueprints as it is proper way of using Unreal Engine 4 but the final decision will be based on your answers.
I have added poll at side bar. You can find it there!
If you want to iterate quickly you need to have good debug tools. In this Tutorial I will use knowledge from Set/Get Variables to draw widget with list of variables. Basically if you want to show an variable you need to print it out, or create custom widget for specific Actor. Thanks to Debug Component:
You will be able to debug any variable in any actor that you want,
You don’t need to create any custom print / widgets,
This can be achieved using C++ only but as always it will be super easy! (learn UE4 C++!)
Before I will move forward with perks I would like to show you guys how to get, set and increase variables (floats and ints) by name. You don’t need to have reference to variable to make operations on it.
In this tutorial I will create global functions that can:
Get/Set float by name,
Get/Set int by name,
Increase float/int by name,
Again I will use C++ for this and as always it will be super easy!
After first playable demo I have encountered lot of problems with ShooterTutorial gameplay. I would like to fix them all but first I need to have a way to quickly iterate balance of the game. In this tutorial you will learn:
how to change base weapon and player variables over internet,
how to have backup offline values,
I will do this using C++ but it will be very easy!
I’m after TKGameJam 2016 and I have another proof that you can do a lot in Unreal Engine 4 in small amount of time. Game was created by me, @smallshake and @ogniok with special thanks to @politko! We haven’t had any graphics artist in the team.
Dive into madness in this fast paced taxi simulator. You have ten seconds to get your clients to the destination or else they won’t pay you!
I’m finally at point where I can show the game and get some feedback. I can call this as First Playable Milestone. The great thing about ShooterTutorial is that I’m doing it totally live, freestyle without any preparation. You will be able to see and analyze whole development process.
Basically in normal environment you should be able to get to this milestone by 2-3 days work playing only with placeholders. It took me 9 months (!!!) to get to this point as I’m doing lot more stuff than usually and 90% of my time consumes tutorials.
Currently my enemies are just disappearing. ShooterTutorial will be ported to Mobile some day and I want to be sure that my ragdols can be turned off as soon as possible. That’s why I will add nice dissolve effect. Which should be:
Component based – can be attached to any Skel/Static mesh actor,