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TRIGGERED V0.95

· One min read
Developer

  • Added Melee Weapons for Players
  • Added 4 hotbar slots that can be populated with weapons
  • Character movement speed depending on what weapon you're carrying
  • All new movement animations
  • Movement Speed is affected by direction
    Forward 100%
    Strafing and Backwards: 50%
  • Picking up Ammo will give Ammo to the currently equipped weapon, or the first weapon in hotbar if none is equipped
  • Added swapping between hotbar slots with mouse wheel
  • Added time limit counter above hotbar
  • Many other bugs and fixes

Foliage Plugin 1.4.1 Update

· One min read
Developer
  • Changed the HandleFoliageReward function signature inside the FoligeActor that can be overriden to implement custom logic for handling the reward data.
  • Changed FoligeRewardData struct to BlueprintReadWrite to enable modifying the reward data in blueprint overridable events.
  • OnFoliageHarveted interface fucntion is now BlueprintCallable
  • Optimized Replication using FastArraySerializer
  • Fixed an issue where the blocking object types didn't always block respawns / despawns

Foliage Plugin 1.4 Update

· One min read
Developer
  • Moved the Foliage Plugin Actor Class from Project Settings to Data Table Settings so you can have different Foliage Actors depending on your resource
  • Rewards on Harvest now has a Min and Max value
  • Valid Damage Types is now an array of Damage Types so you can have multiple damage types for one resource

Foliage Plugin 1.2 Update

· One min read
Developer
  • Added a overridable function "HandleDestructibleDamage" in the Foliage Plugin Actor to customize dealing damage to the destructible mesh component
  • Added a overridable function "HandleFoliageReward" implement custom foliage reward logic
  • Added function "HandleFoliageImpulseOnDepletion" to implement custom logic when a foliage actor is depleted
  • Added Linux compability
  • Added Unreal Engine 4.22 compability

Foliage Plugin + Multiplayer Survival Game Template (MSGT)

· 2 min read
Developer

Create the Foliage Data Table

Create the Foliage Plugin Actor Blueprint Class

Assign the Data Table and Foliage Actor blueprint in Project Settings > Foliage Plugin

Change the Component Class for your foliage to use the "FoliagePluginComponent" as seen below

In your data table, add a new "Tree" resource, example below:

Implement the Foliage Plugin Interface in the SurvivalController Blueprint

Right click anywhere inside the Event Graph (SurvivalController) and add the Interface Event as seen below:

An example of how to add foliage rewards to your inventory

Inside the SurvivalController Event Graph, Right click and create a new event as seen below:

Open the C_Manager-HUD Blueprint Component and modify the InteractiveTrace function to output the Hit Result

Inside the GetActionType Function (SurvivalController), add an input pin of Hit Result type as seen below:

Connect the Hit Result you just created, inside the "InteractAction" function (SurvivalController)

Modify the "GetActionType" function and add the event call you created earlier as seen in yellow:

Foliage Plugin + Survival Game Kit (SGT)

· 2 min read
Developer

https://youtu.be/jcDR2N0pMD4

Create the Data Table (Foliage Data)

Create a Blueprint Class of type FoliagePluginActor

Assign the Data Table and the Foliage Actor in the Project Settings

(FOLIAGE ACTOR HAS BEEN MOVED TO THE DATATABLE)

Change the Component Class for your Foliage to use the "FoliagePluginComponent"

Create a new Tree resource in the Foliage Data Table you previously created, see example below

Set the BP_FoliageActor class that you created earlier in the DataTable

Create a new Rock resource in the Foliage Data Table you previously created, see example below

In the BP_SurvivalCharacter Blueprint, add the Foliage Plugin Interface

Example of adding the harvested resources to our inventory

Example of how to enable Melee Weapons to harvest Trees and Rocks

OPEN THE "BP_MASTERMELEEWEAPON" BLUEPRINT (/BLUEPRINTS/HOLDABLES/BP_MASTERMELEEWEAPON) AND MODIFY THE "GIVE DAMAGE ONCE" FUNCTION TO THE EXAMPLE BELOW

Example of how to enable harvesting with "E" Interact Key

Open the "BP_PlayerInventoryComponent" (/Blueprints/Components) and modify the "Is inventory actor?" macro

Open the "Is interactable?" Macro and modify as such

Foliage Plugin Damage Types

· One min read
Developer

Setting up Damage Types for the Foliage Plugin

If you haven't setup the Foliage Plugin yet, follow this tutorial first.

Create a new Blueprint Class based on the DamageType

Set the new Damage Type required in your Foliage DataTable

When Applying damage to your Foliage, specify the new Damage Type

All done, if the incorrect damage type is applied, you will not be able to interact with the Foliage

Foliage Plugin - Destructible Meshes

· 2 min read
Developer

Setting up Destructible Meshes with the Foliage Plugin

If you haven't setup the Foliage Plugin yet, follow this tutorial first.

Create a Destructible Mesh of your Foliage Mesh

Example Settings of a Destructible Mesh (a rock in this example)

Add the Destructible Mesh to the Foliage DataTable you created in the previous tutorial

Important here is that the IDs (marked in RED) are the SAME, it doesn't matter if the Destructible Mesh is Empty (if you don't have one for a different mesh)

Another Example

Add a Destructible Component to your BP_FoliageActor that you created in the previous tutorial

All done, the Foliage Plugin will handle dealing damage and visibility of the Destructible Mesh

Foliage Plugin - Getting Started

· 2 min read
Developer

Enable the Foliage Plugin

Create the Foliage DataTable

Create a new Foliage Blueprint Actor (FoliagePluginActor) child

In Project Settings > Foliage Plugin > Set your newly created Foliage DataTable and Foliage Actor

When Painting / Spawning Foliage, you must change the default foliage component to "FoliagePluginComponent"

Make sure your collision settings for your foliage is set to BlockAll, or your own custom collision channel

(this is only required for interacting with the foliage instances)

Add a new Entry in the Foliage DataTable, in this example we're creating a Tree Resource

You must make sure that the Mesh you paint (or spawn) is the same in the Foliage DataTable so that the Foliage Plugin knows what to do with it.

Inside your Character (or Controller) Blueprint, Implement the Foliage Plugin Interface

Example of adding resources to your inventory when a Foliage is damaged (harvested)

Interacting with the Foliage Plugin Example

This example uses a line trace from the Players point of view to "Apply Point Damage" Damage is handled by the Foliage Plugin and will convert your Foliage Instance to a useable / interactable foliage actor automatically.

Configuring Sockets

· 2 min read
Developer

Begin by adding your building to the DT_Buildings DataTable Add a new socket to the CompatibleSocketNames array, here you determine what sockets that this building component can be placed on, in this example, Door is our compatible socket name, every building that has the socket "Door" we will be able to snap our new building to. Inside /BuildingSystem/Meshes, open up any mesh that require a "Door" (can be anything), in this example, we'll use "SM_Simple_Cottage" Once the Static Mesh Editor is open, in the lower right corner you'll find the Sockets editor Create a new socket and name it "Door"   In the "Preview Static Mesh" selector, pick the "SM_Simple_Door" mesh as a preview mesh so that we can position it correctly   Use the preview window to move the door into the correct position [video width="528" height="464" mp4="http://eeldev.com/wp-content/uploads/2018/05/df64ca4e45601658524785899bc8eaa7.mp4"\]\[/video\] You can do this for anything you want to "snap" onto a building

Done!

[video width="800" height="514" mp4="http://eeldev.com/wp-content/uploads/2018/05/137532e4b50a44e91af15ef1519b273b.mp4"\]\[/video\]