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==Todo==
==Limits of Github==
* 1 GB storage
* 100 MB max file size
* 3 collaborators for private repositories
* LFS
** 1 GB bandwidth
** 1 GB storage
 
 
==Limits of SVN==
 
 
 
 
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==v2==
===Changes===
* Pickup system: in v1 player actor was checking for overlapping items, in v2 overlapping item sends signal to player. (Advantage: much smaller code. Disadvantage: player can't pickup items he was spawned on because the items beginOverlap function won't fire in such a case.)
* Reduced capsule radius for characters (changed from 42 to 30), characters can now better run into each other (shouldn't be set to 0 because then the mesh overlap all the time), we might change the values again when adding H2H combat.
* Reduced Konoko's Capsule Half Height to from 96 to 80 and moved her mesh to Z -82.
 
===Bugfixes===
===Bugfixes===
'''Editing a Montage for height adaptions:'''
* Open a montage (or directly an anim), click on a montage group, right-click an anim, choose to open asset.
* In the animation select root bone, disable other axes (eye symbole), click big "+" button. Edit the key... Click arrow symbols to adapt diagram.
'''Temporal solution for climbing up:'''
'''Temporal solution for climbing up:'''
* Increased grabbing height in MoveToLocation macro. Height Location subtracts now 95 instead of 120. (In theory this number should match the characters capsule height?)
* Increased grabbing height in MoveToLocation macro. Height Location subtracts now 107 instead of 120. (Is this somewhat related to character's capsule height?)
* With increase grabbing height the character comes out to high. As consequence Climb_Montage uses for now ClimbAdjTest and Crouch_to_StandClimbAdjTest. The the later makes Z start at 0 and goes down -60. The -60 is not fully taken into account, however it avoid a camera glitch that would be appear between 0 and -40.
* With increase grabbing height the [[UnrealOni/Tutorials#Editing_an_animation_for_offset_corrections|character comes out to high]]. As consequence Climb_Montage uses for now ClimbAdjTest and Crouch_to_StandClimbAdjTest. The latter makes Z start at 0 and goes down -60. The -60 is not fully taken into account, however it avoid a camera glitch that would be appear between 0 and -40.


'''Temporal solution for climbing around a corner:'''
'''Temporal solution for climbing around a corner:'''
* CornerLeft and CornerRight uses now Z values of -10.
* CornerLeft and CornerRight uses now Z values of -10.


==future version==
===Changes===
* Merge General BP Interface with ONCC interface
* redo health system
===Bugfixes===
'''Prevent rolling animation when character should just grab a ledge:'''
'''Prevent rolling animation when character should just grab a ledge:'''
* add here
* Happens when you jump from a higher placer to a ledge.
* Add here ...


'''Prevent ledge grab when character falls far too fast'''
'''Prevent ledge grab when character falls far too fast'''
* add here
* When jumping down very deep ...
* Add here ...
-->


===Internal improvements===
==Unreal Engine 5==
* Merge General BP Interface with ONCC interface
* To be released 2021/2022.
** Trello still lists a 4.26, which might be the last update for main version 4.
** A separate (preview) of 4.26-Chaos (destruction physics) has been released too.
 
[https://www.unrealengine.com/en-US/blog/a-first-look-at-unreal-engine-5 UE 5 is basically UE 4 fully matured.]
 
 
Features:
* UE 4 projects can be ported
* Nanite: Objects with extreme high poly count are not longer a problem
* Lumen: Real time illumination (and no more normal maps and baking required)
* Niagara: Advanced particles system
* Anims that better interact with env
 
 
==Programs and automation==
Epic seems to keep adding Python support so some aspects of workflows can be automated with more ease.
 
Therefore Blender and Unreal seems to be a good combination in the future.
 
 
'''List of interesting programs beside UE4/5:'''
* '''Blender''' (general 3D and animations)
* '''Subtance''' (high-end material creation)
* '''Zbrush''' (so far more suited for "organic" character creation than Blender)
 
At some point [https://www.youtube.com/watch?v=eW_00xWZNIE Datasmith (export addons for more professional programs) / Visual Data Prep] might be worth a look.
* [https://www.youtube.com/watch?v=oSRZ1ipQ19o Visual Dataprep (Mathew Wadstein)]
* [https://www.youtube.com/watch?v=T3808gO4Zl4&t=363s Visual Dataprep with a material substitute table (Unreal Engine)]
 
 
'''List of languages that can work together:'''
* '''Blueprints''' (you could say "Visual Scripting of C++")
** It allows relative easy programming (or more exactly "scripting") for doing standard stuff. Professionals consider it more as "rapid prototyping" to demo something.
* '''C++''' (add new functionality)
* '''Python''' (automation, managing assets)
 
 
'''Things that can be automated'''
 
Objects: Within Blender Python can be used to generate series of objects differing in color, material and what not.
 
Export: export settings can be called from script.
 
Import: Python works also with the Unreal editor...
* import per se
* class creation
 
Placement: Python can place assets into a level.
 
<!-- export? -->
 
 
[...]
 
==Working with C++==
Note of warning: Unreal Engine gets updates on a regular basis. To have always the most and up-to-date features available one would need to transfer own code from an old engine to the new one.
 
 
==Best practices to import old content?==
* items
* textures
* materials
* sounds
* particle
* collections (tables)
** [...]
* text pages
* levels
** core geometry (workaround for collision problems? breaking things up?)
** furniture (with/without collision boxes)
** animated objects
** ENVP particle
* characters
** animations
** char particle
* cutscenes
** BSL scripts?
** FILM?
* [...]
 
[[Category:Fan-made games]]