And thus begins the first prototype with Unreal Engine 4 and C++. Phew! I'm getting a little more of the hang of it compared to last time (note: Do not place any header past the generated headers for includes).
The first step was to place nodes on the screen that the character could push around. By switching the linear damping of the nodes while enabling physics, one could resist the character when it is not pressing a pushing button.
Working with the collision delegates is a little trickier with UE4 than with Unity. There's no OnCollisionExit; there's only an OnHit and OnOverlapEnter/Exit. Knowing this, I had to mix the overlap event to enable checking that would allow the character to enable pushing when it hit the node.
I'm also in the midst of working on the ley line as a beam particle, rather than a spline mesh. The spline is lovely, but definitely looks strange when stretching the mesh. We'll see if I can switch the settings of the particle system on the fly.
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