i'm just starting to use and learn UE4 for game development. I have a lot of question of course but at the moment i'm stuck with some essential one.
Just to mention that i come from Unity background so if i think in Unity way, please correct me .
Any way, my problem is with getting input from keyboard and moving another actor (not the possessed pawn which is my main player). I have a simple cube as main player that is possessed and can get input from keyboard and act upon it. I have simple sphere as the ball in the game that can bounce around and collide with the player and the walls. I implemented when the ball hits the player, the ball will stop simulating physics and the her world position will be the same as the cube position, i.e. the cube will "carry" the ball around. Now i want to stop "carrying" the ball when i press the spacebar on my keyboard. My cube (player) class is ACollidingPawn class (.h and .cpp) and my ball class is ABall (.h and .cpp). In ACollidingPawn class i can react to player inputs and do whatever i want on the cube actor (in ACollidingPawn class). But i want to do something with the ball actor when i press the spacebar on my keyboard, i.e. need a way to do some logic in ABall class...
In essence, i want to "do something on the ball object" after the keyboard was pressed without possessing the ball object. ( as i understood, you can only process input on possessed actor)
Right now I'm designing a fantasy tactical turn based game. Originally the game was inspired by Vandal Hearts ( for reference see https://www.youtube.com/watch?v=gc6yp7DH3ts&list=PL5V4iNEm527MCEyGwSkmhJ12aAkFNHKtz ).
As it was inspired by Vandal Hearts I currently have the class and unit progression using points (damage, for example is the [ unit's Phys.Att. + weapon Phys.Att ] - [ defender's Phys.Def + defender's armor Phys.Def ] = base damage (minimum damage is 0) + 1-6; it has a rock-paper-scissors type class superiority ring.
The challenge I'm facing is this is extremely difficult for me to balance.
I've been considering the possibility of changing the character progression system to something along the lines where level/rank unlocks class tree abilities (sort of like a mix of WoW skill trees and X-COM) -- and then having weapons do base damage with variable damage like from Terror from the Deep (damage * (0.5 .. 1.5)); I would like to keep the rock-paper-scissors balance where skills chosen determine the unit's class and access to weapons. -- you know writing it down makes it sound more similar to the modern XCOM system.
I've already redone spells so that they are more like the modern XCOM's abilities with cooldowns and limited uses per combat session.
Any suggestions and/or tips would greatly be appreciated! Is the Vandal Hearts point type system a sacred cow or is a more XCOM-ish system workable and fun for a fantasy tactics game? Please reply in-thread as I have it set to receive notifications.
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