Utilizing assets from Infinity Blade which Epic released for free on their marketplace. The purpose was to try to use a limited set of mobile assets to create a "playable" 3rd person game level/environment.
Music: Enter the Undergrowth Sheeba Exp
Utilizing assets from Infinity Blade which Epic released for free on their marketplace. The purpose was to try to use a limited set of mobile assets to create a "playable" 3rd person game level/environment.
Music: Enter the Undergrowth Sheeba Exp
I wanted to create a target that could be shot in various concentric rings similar to a shooting range. The issue was how to work out what the player was hitting and provide score based on accuracy. This has been solved by using physical materials. I cover how to set this up in UE4 and briefly cover the blueprint setup and other usage cases for this feature.\n\nThis is similar to how you would set up damage points of a skeletal mesh such as a character but out the box this is not active on static meshes and it is not fully covered in the Epic wiki.
I have created some gameplay captures of my first 40 minutes of Fallout 4 after the initial tutorial section, missing out the setup of how you get into the vault. I have already put about 5 hours in and sampled much of what the new game is about. There have been some good and some bad, so far I think that it is a refined version of 3 and the graphics are certainly improved but things like the third person mode and general gameplay in the engine remain a little robotic and as I suspected the loading screens remain between indoor and outdoor areas.
I heard that there are the typical issues with stability that usually plague the Bethesda games but not really seen anything my self of this in fact even when capturing and encoding video the game still seemed stable. That said I have found the usual bugs and glitches (and may post another video of at least one.)\n\nI am also not a big fan that some of the gameplay mechanics that seemed fine have had a facelift such as removing the repair of weapons and armour. For someone who enjoyed finding duplicate weapons so I could fix up my old gun I end up picking up too many and realising that my inventory is full... I suppose you can sell them or scrap them at the base but I miss the old method.
That said I have been pleased that Bethesda do not mix with their formula in general and leave enough time between them to appreciate the game instead of the endless sequels of Assassins Creed that UbiSoft seems to think is what people want (even with lowered sales)
Note: After 10 hours I had my first crash in the lift to diamond city, I haven''t had any further ones and I am approaching 24 hours now.
In a continuation/advancement to my how to get a in game prompt on a game object this tutorial utilizes triggers, blueprints and the HUD in UE4 to set up a prompt to appear on the in game HUD when you look at an item in your game such as a interactive door or an object pickup.
One common thing that you may want for a game in UE4 is to have an interaction prompt when you get close to an object. This tutorial covers a very simple way in blueprints to achieve this. There are other ways to achieve this but its useful in two ways as it clearly covers this simple method and also introduces using triggers to achieve other interaction.