So this week
was really the same as last week. I just did some touch ups on some of my
models and started to unwrap them. It’s really handy now because with unreal
4.7 you can just grab the export of your model and then just drop and drop it
into the contents folder in the UE 4 project folder. What has really help speed
things up. So when someone has finished a model and puts it into the file, if I
have the project open I can import it in for them. No more need for them to
have to open the unreal project as well.
I big thing
that my team needed to do was make the level work from start to finish. This is
still something we have not got done yet. We have got are starting area to work
but we still needed to get all the puzzles working and add an end to the level.
Luckily we already had 2 puzzles working. We need to get the anamorphic puzzle
to work and get the stairs puzzle to work. The problem with the stairs was that
we need to make just a new model and make the collision like a wage. So the
player think he is going up some stair but really it’s just a slope.
The real
problem was the anamorphic puzzle. The idea is that, when the play is in the
right place they could look around and when they look at the right place it
would trigger a door to open. James (another member in my team) had already try
to make it, he had got the trigger to work. So that when the player is in the
right spot, the area you have to look at become active. If the player in not in
the spot and looks at the area then it will not trigger. Sounds like an easy
idea right… well sadly not because to make this work it need to be in 2
different blueprints and not in the level blueprint.
So the
problem was that I need to tell the look at Activator, when the player was in
the trigger or not. The trigger blueprint had a variable in it that told it if
the player was in it or not. I had to find a way to get that variable into the Activator
blueprint so it knew what to do but you can’t just copy a paste it, and that
what I know in my head what I have
to do, but to know how to do it I
had no idea. I did come across this document on the unreal engine website
It talks about how to get to
blueprints to communicate between each other. I knew that I had found what I
was looking for but I found it hard to understand how it works. After many
tries by me and James we could not get it to work and really that’s all because
we only knew how it should work but we did not have the knowhow to make it
work. Lucky for us we knew someone that had the know and the know how to make
it work for us.
To know how
something should work is one thing but to then know how to make it work is
something very different and this really goes for unreal blueprints. There are
many tutorials that can show you how to do thing and from them you get the
know-how but some of these tutorials will miss out, the how it works. So if you
try and try and make something new you may not know what to do because you
don’t have the know how it should work. This is the problem I had but the other
way round, I knew how it should work but I did not have the know-how to make it
work in the blueprints.
What I do know
now is that I need to learn more about the different nodes in the blueprints
and how they all work with each other. So I can get the know-how.
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