Today marked some fairly good progress in getting used to Unreal Engine 4 C++ programming! (moreso than "Don't put includes inbetween generated headers and UCLASS!") but hey, I discovered that too.
The plan today was to create a collider for the ley lines themselves; calculating the collision from beam particle systems is (impossible?) risky business, so I used a simple collider. Problem was, I had to change the collider on the fly in accordance to changes in the beam itself, so I placed the collider in between two connecting nodes, rotated it in the direction of the cubes, and set the extents to the distance between them. Problem? For some reason, box extent length is not world space length, so I had to apply a little extent reduction offset before the colliders would show:
After hence, I also put in the switch for the ley beacon. The ley beacon would react based on the line that had touched it, so I considered changing the material instance parameters. From what I remember from previous UE4 work, the program needs to create a dynamic material instance and change those parameters before applying it to the actual mesh's material. After applying another exposed color parameter from the particle beam (why Color Scale Over Life instead of Initial Color, I will never know), the beacon lights with whatever ley line touches it.
And also! Back to the programming project side of things, today also marks the start of working in the Xbox XDK, or (with less fanfare) a horribly deprecated version of OpenGL. If only they could tell me earlier that it was just an obsolete OpenGL instead of some fancy framework, I could have studied beforehand, but I persisted nonetheless to bring a single sprite to the screen:
To-do: decrease the default resolution, but I can barely see through all these MAGIC NUMBERS IN THE FRAMEWORK
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