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== | ==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=== | ||
'''Temporal solution for climbing up:''' | '''Temporal solution for climbing up:''' | ||
* Increased grabbing height in MoveToLocation macro. Height Location subtracts now | * 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 | * 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:''' | ||
* | * 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''' | ||
* | * When jumping down very deep ... | ||
* Add here ... | |||
--> | |||
=== | ==Unreal Engine 5== | ||
* | * 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]] |