Skip to content

soberthoughts/UnrealAssignment

 
 

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

71 Commits
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

UnrealStudies

Video with results

https://youtu.be/pvggDGpotRY

Introduction

An UE4 (version 4.27) project made for studying TPS mechanics. The project has only the player's rifle sound implemented. Here the list of what I faced during the development.

  • C++ with UE4: a focus on UE4 classes like Pawn, Actor, ActorComponent, Character, AIController
  • Delegates and how to bind them in Blueprint
  • Animator: work with blendspace, FSM animation, also work with timeline from C++ code
  • Implementing TPS mechanics: walk, move camera, aim on the shoulder, cover system, reload, shooting, grenade arch prediction
  • Implementing AI with Behaviour tree. In this project I made two kinds of Enemy:
    • The Enemy with red skin who chases the player character and attacks from close
    • The Enemy with blue skin attacks from long range and uses the covers on the battlefield

Input

  • Walk: WASD || left stick
  • Camera: mouse movement || right stick
  • Aim: mouse right click || left trigger LT
  • Aim Grenade: X key || left shoulder LB
  • Shoot: mouse left click || right trigger RT
  • Cover: C key || X button
  • Reload: R key || right shoulder RB
  • Restart Level: L key
  • Quit Game: escape

Classes

  • ATP_ThirdPersonCharacter: this class implements the playable character. Based on the ATP_ThirdPersonCharacter class of the UE4 content pack

  • AEnemy: this class handles the mechanics implementation of the enemies

  • AAIController: this class implements the sight and hearing senses of the enemies. It runs automatically the given behaviour tree. Behaviour trees are made with the Blueprint tools of UE4.

  • ACoverActor: this class implements the covers for the all the Characters in scene

  • UHealthComponent: this component implements the health system both ATP_ThirdPersonCharacter and AEnemy are using this to manage health

  • FWeaponSlot: this is a structure, used to represents weapons for ATP_ThirdPersonCharacter and AEnemy

About

hello darkness my old friend

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

 
 
 

Contributors

Languages

  • C++ 96.9%
  • C# 2.7%
  • C 0.4%