by Mr. Ottis McClure
Published 3 years ago
Updated 2 years ago
5 min read
Been working hard on my first game over the past year, a first person puzzler where you can rewind time! Here is an early WIP preview!
Been working hard on my first game over the past year, a first person puzzler where you can rewind time! Here is an early WIP preview!
Made in blender but it's about unreal. I made an animation for the unreal logo, thought I'd share here because why not
Made in blender but it's about unreal. I made an animation for the unreal logo, thought I'd share here because why not.
I've been working recently on landscape material effects for interactive snow and puddles. These will be included soon in an update for my product Ultra Dynamic Sky, as part of its weather system
I've been working recently on landscape material effects for interactive snow and puddles. These will be included soon in an update for my product Ultra Dynamic Sky, as part of its weather system.
FluidNinja LIVE 1.3 released - fast pressure solver - detail maps - viscous fluids
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System Breakdown
Let me try to break it down:The AIController has an ActionComponent filled with the utility actions. These actions contain a scoring function and an execute function. The execution function is often basic as they often just trigger abilities on the Pawn they control. This controller contains a cust…
A pretty interesting feature from AITasks in Unreal’s GAS is the concept of claiming resources. Such as claiming the legs of a character. So that you don’t attempt to run another task that requires the legs/movement. With the action system you assign which GameplayTags to apply to the owner on activation. Example: A melee attack taking several seconds and locking the move…
Some time ago I made a small EQS variation I dubbed UtilityQuery. It doesn’t have the fancy editor of EQS, but it’s simpler, and a lot easier to extend. A system like this (and EQS) is fantastic for spatial queries such as finding a spawn location for players, enemies, or treasure. The query has a gather-step followed by a scoring-step similar to Utility-systems (and EQS for that matter). Again…
Bonus: Auto-Matching Task Name with Scoring function.
For a while I used a C++ function that was able to run any Blueprint function by FName. This made it easy to setup tasks in Blueprint by name and match it to a scorer function in AIController. For example, my AI task LaunchMissile would match to the Blueprint function named Score_LaunchMissile automatically. I used the following code. (disclaimer: I can’t guarantee the …
AI is somewhat on the back-burner for my project as it’s working as intended. Providing decent gameplay challenges for the player as-is. I do eventually require 3D Pathfinding & Spatial Reasoning. I intend to completely replace all aspects of Unreal’s AI Module eventually (including navigation mesh). As always, be sure to follow me on Twitteror check out my previous posts on …