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Lets Make: Pawn from Blueprint in a Blank Project

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    Lets Make: Pawn from Blueprint in a Blank Project

    Hello to you all I think I got the basics of Blueprint. Got all the video tuts done and I want to do something more advanced.

    The only problem is that I don't know how. So lets begin. Also this could be a very good tutorial for everyone

    Here is an input file so we don't have to tweak with that . Go To Edit>Project Settings>Engine>Input>import (this as .ini the name does not matter)
    Code:
    [/Script/Engine.InputSettings]
    [/Script/Engine.InputSettings]
    AxisConfig=(AxisKeyName="Gamepad_LeftX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
    AxisConfig=(AxisKeyName="Gamepad_LeftY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
    AxisConfig=(AxisKeyName="Gamepad_RightX",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
    AxisConfig=(AxisKeyName="Gamepad_RightY",AxisProperties=(DeadZone=0.250000,Sensitivity=1.000000,Exponent=1.000000,bInvert=False))
    AxisConfig=(AxisKeyName="MouseX",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
    AxisConfig=(AxisKeyName="MouseY",AxisProperties=(DeadZone=0.000000,Sensitivity=0.070000,Exponent=1.000000,bInvert=False))
    bEnableMouseSmoothing=True
    DoubleClickTime=0.200000
    ActionMappings=(ActionName="Jump",Key=SpaceBar,bShift=False,bCtrl=False,bAlt=False)
    ActionMappings=(ActionName="Jump",Key=Gamepad_FaceButton_Bottom,bShift=False,bCtrl=False,bAlt=False)
    ActionMappings=(ActionName="Crouch",Key=RightControl,bShift=False,bCtrl=True,bAlt=False)
    ActionMappings=(ActionName="Crouch",Key=C,bShift=False,bCtrl=False,bAlt=False)
    ActionMappings=(ActionName="Lclick",Key=LeftMouseButton,bShift=False,bCtrl=False,bAlt=False)
    ActionMappings=(ActionName="Rclick",Key=RightMouseButton,bShift=False,bCtrl=False,bAlt=False)
    ActionMappings=(ActionName="UseTheBigPurpleDildo",Key=E,bShift=False,bCtrl=False,bAlt=False)
    AxisMappings=(AxisName="MoveForward",Key=W,Scale=1.000000)
    AxisMappings=(AxisName="MoveForward",Key=S,Scale=-1.000000)
    AxisMappings=(AxisName="MoveForward",Key=Up,Scale=1.000000)
    AxisMappings=(AxisName="MoveForward",Key=Down,Scale=-1.000000)
    AxisMappings=(AxisName="MoveForward",Key=Gamepad_LeftY,Scale=1.000000)
    AxisMappings=(AxisName="MoveRight",Key=A,Scale=-1.000000)
    AxisMappings=(AxisName="MoveRight",Key=D,Scale=1.000000)
    AxisMappings=(AxisName="MoveRight",Key=Gamepad_LeftX,Scale=1.000000)
    AxisMappings=(AxisName="TurnRate",Key=Gamepad_RightX,Scale=1.000000)
    AxisMappings=(AxisName="TurnRate",Key=Left,Scale=-1.000000)
    AxisMappings=(AxisName="TurnRate",Key=Right,Scale=1.000000)
    AxisMappings=(AxisName="Turn",Key=MouseX,Scale=1.000000)
    AxisMappings=(AxisName="LookUp",Key=MouseY,Scale=1.000000)
    AxisMappings=(AxisName="LookRight",Key=MouseX,Scale=1.000000)
    bAlwaysShowTouchInterface=False
    DefaultTouchInterface=/Engine/MobileResources/HUD/DefaultVirtualJoysticks.DefaultVirtualJoysticks
    ConsoleKey=Tilde
    bRequireCtrlToNavigateAutoComplete=False
    This is the setup have:





    and this is how I got the camera moving. I had to disable Use Controler rotation in [Components]




    Well lets see what we can do ...
    Last edited by Midnight640; 03-22-2014, 05:27 PM.
    TA on :
    Assassins Creed Origins
    Assassins Creed Origins: Curse of the Pharaohs
    The Division 2

    #2
    What exactly do you wanna do? But yes I also took like 4 hours to figure out how to get a moving character from an empty project , if you really want to do it all by yourself for learning experience...
    There should really be a more advanced tutorial about how to create a First/Third Person game from scratch... having absolutely nothing. Then setting up input in preferences, creating the character, character controller, making it work together. Then importing a model, animating it, etc... How to socket weapons, etc... Think this will all come over time ofc.

    I also watched all tutorial videos except animation & material. So far I think UE4 is the best engine in the world really. I use Unity3D at work and well, its easy to use but also pretty much useless for anything beyond basic concepts. CryEngine is horrible to use but quite powerful. UE4 is easy to use once you understand it (in contrast to UE3 which I hated to use)... I think we have some awesome time ahead and its fascinating that we can be part of this engine from the very beginning.
    Last edited by thesaint1987; 03-22-2014, 03:31 PM.

    Comment


      #3
      I'd like to second what thesaint said. I'd love to see more learning material on building a character controller from scratch in BP. We can disect some of the examples that came with UE4 but a step-by-step guide would help hammer the information home for me and give me a better idea how to create different controllers for different purposes. But hey, it's still early days. Hopefully we'll see a lot of third party tutorials coming out in the next month.

      As I'm sure thesaint will agree, the learning material and examples that came with UE4 on its first day of release is a whole lot better than Unitys packaged character controller and inhouse tutorials.

      Comment


        #4
        OFF:I agree 100% about the engines, UE4 is by far the best price/visuals/ease of use and soon it will have steamOS/linux support...
        This is why I think we( as a community) should push it as fast and as hard as we can , because it is a stellar piece of software!

        Well I took a break for a few hours now I'going to dig deep into the ue4 documentation , I think i found a way to "class ^^*** extends ***;" so I'm going to look into that and I will post results as soon as I have something.
        (ps I managed to make the pawn move but it is using offset )
        TA on :
        Assassins Creed Origins
        Assassins Creed Origins: Curse of the Pharaohs
        The Division 2

        Comment


          #5
          Agree completely with what's been said so far. I've been doing my best to deconstruct the starter templates coupled with the videos and what's been posted to the wiki up to this point, but it's slow going even with prior, decent-ish game engine experience. Some "from scratch" tutorials for different game types would be great, especially since I know the way I'm doing things aren't the best way to be doing them.

          That said, I realize UE4 is still shiny and new, and I'm sure we'll see more complete how-to tutorials as time goes on (hopefully sooner rather than later). And I've got to say that even though I barely know which way is up right now, I'm really enjoying UE4 as a whole.
          Last edited by MrSkyhenge; 03-22-2014, 06:00 PM. Reason: Spelling and grammar is hard when it's the weekend...

          Comment


            #6
            SWEET I got moving to " work " for now I have almost reached the level of the debug pawn, but its sweet dreams time for me tomorrow I will keep pushing



            (I hope the pictures in my posts appear to for too)
            TA on :
            Assassins Creed Origins
            Assassins Creed Origins: Curse of the Pharaohs
            The Division 2

            Comment


              #7
              Thought i would post this blueprint in this thread as well. I'm just learning the system, and the templates didn't provide exactly what i was looking for, so i created this blueprint for a player controller. This is a top down system where the player moves in the XY plane, and camera follows the player, but from a traditional top-down game point of view without any rotation derived from player movement ( and with whatever angle you want to put your camera boom at). The player pawn then rotates to match the velocity. I created this so i could use gamepad input rather than click-to-move input. UE4 has been great so far! Really liking the new system



              the and/or boolean weirdness was a vestige of my own confusion just to make sure that pawn rotation only updated during input. it's actually supposed to be on AND rather than OR.
              Last edited by paradoc; 03-22-2014, 06:36 PM.
              Earthborn Interactive | Flutter Bombs | MageWorks

              Comment


                #8
                You should look at the node "Add Actor LocalOffset" much much easier way to move
                took me some time myself to find it^^

                Comment


                  #9
                  This works very well but my goal is to move the pawn with thrust. Like a spaceship , but I want it to be also affected by gravity.

                  Edit: Physics Thrusters are so much fun
                  Last edited by Midnight640; 03-23-2014, 03:44 AM.
                  TA on :
                  Assassins Creed Origins
                  Assassins Creed Origins: Curse of the Pharaohs
                  The Division 2

                  Comment


                    #10
                    Good idea about a tutorial that goes from blank to something useful. I'll see if I can put something like that together next week!

                    We actually have something just like that already for C++ on the wiki, and a some of it still relevant if you are using BPs:
                    https://wiki.unrealengine.com/First_...ter_(Tutorial)
                    Lead Programmer - UE4 Animation/Physics/Audio Team - Epic Games
                    Twitter: @EpicJamesG

                    Comment


                      #11
                      Originally posted by Midnight640 View Post
                      Physics Thrusters are so much fun
                      Hahaha this is so true.

                      Comment


                        #12
                        Originally posted by Bobbyremone View Post
                        Hahaha this is so true.
                        Open the content examples project then open the Blueprint_Input_Examples.umap, the last example in that map is the UFO with physics driven movement.

                        Comment


                          #13
                          thanks man did not know that it will sure as hell help me
                          TA on :
                          Assassins Creed Origins
                          Assassins Creed Origins: Curse of the Pharaohs
                          The Division 2

                          Comment


                            #14
                            i started to delve into a similar PC/Pawn as well using the UFO blueprint as a general guide. i found a good way to implement gravity is to turn on physics simulation in your component defaults of your root object, and then during tick, add an impulse force of whatever you want your lift force to be. the event is then driven through a gate so when 'jump' is pressed, the gate is open and when it is released, the gate closes. the drawback here is that with this method, you have to deal with stabilization (physics handler damping and stiffness), so maybe there's a better way. i should be able to post the blueprint later tonight, but thought i'd add this note while taking a 2min break from the day job.

                            here's the basic lift control:


                            and here's a video of the result:
                            Last edited by paradoc; 03-24-2014, 11:21 PM.
                            Earthborn Interactive | Flutter Bombs | MageWorks

                            Comment


                              #15
                              Nice I made my pawn and now I'm working on some melee weapons that can interact with Apex Destructibles and when I'm done i will post some blueprints
                              TA on :
                              Assassins Creed Origins
                              Assassins Creed Origins: Curse of the Pharaohs
                              The Division 2

                              Comment

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