19,584
edits
Paradox-01 (talk | contribs) mNo edit summary |
m (replaced YT redirect) |
||
(5 intermediate revisions by 2 users not shown) | |||
Line 23: | Line 23: | ||
'''Temporal solution for climbing up:''' | '''Temporal solution for climbing up:''' | ||
* Increased grabbing height in MoveToLocation macro. Height Location subtracts now 107 instead of 120. (Is this somewhat related to character's 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 [[ | * 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:''' | ||
Line 72: | Line 72: | ||
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. | 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 | * [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)] | |||
Line 82: | Line 82: | ||
* '''Python''' (automation, managing assets) | * '''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++== | ==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. | 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]] |