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Toy on a Mission UE4 Remix - Day 146

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Hello again, And welcome to this week's Journal entry.

I have not made much time for development, So I have not done much <_<

But I have done the (simple) task of changing the players jump height and exposed a option to set the height.
I just need to see if there is a C++ method/function to get the projects gravity value, There is no way to get it via BluePrints except if it has been overridden by the map(World settings).

I have started on creating a base C++ class for the CubeKey event tracking, I just need to put some more thought into the data layout and how to expose it to BP's.

So the plan for next week:


  • Add a roving "Drainer" ball enemy type that just rolls around a defined area in search of the player
  • Create a C++ (base) class to handle the CubeKey gameplay event handling, The BP one is a bit of a pain as there is a bug in the engine in regards to updating array of structures in an array (I am having to use a workaround to get it to work).
  • Build a random pickup spawner(Energy, Energy regen rate, Energy regen cap increase)
  • Improving the responsiveness of the controls
  • Redo the Tiled map using 10 pixel = 10cm

    Main (overall) goals for the month:

    • Cleanup the 3 existing levels.
    • Finish two new levels using a Cube as the core piece
    • Experiment with a "full 3D" Cube centred level with TPS contols
    • Improve the responsiveness and control of the players movement. (Tighter stop/go cycles and rotations)
    • Uploading at least one new screenshot showing something new

      I found this nice presentation on the GDC Vault about "Modular Level Design"(Fallout 4).

      I have been thinking about getting the UE4 source GitHub and building it myself instead of using the pre-built binaries to try and save some bandwidth for content examples or tutorials(Which i apparently use quite a bit of data on).

      That's all for now, Thanks for reading.
      Ryan.

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