You mentioned earlier that you where having some trouble with rotations/translations etc. I’m just wondering how your vector maths/etc skills are? It might be worth stepping aside from UE4 for a bit, and spend some time looking at tutorials for Vectors/rotations/etc. It makes me a bit nauseous thinking about doing alot of the stuff I’ve done in the last week without having spent time previously doing vector/rotation stuff
I’m a newbie to UE4 too (a week of actually using the engine, about a week before that viewing the video tutorials/etc ), so I feel your pain: there’s sooooo much to learn.
However I’ve found that my previous knowledge of Vectors/etc has made learning things alot easier. It basically means I’m worrying about blueprints, the ‘UE4 way’ and what I want to do, not about how the maths works.
I’ve also found that when I was having trouble with my internal view of things vs what was happening, that adding a few ‘fake’ Multi Line Traces with visibility turned on, really helped me visualise what was happening – even if they don’t hit anything, they still display a line. A fair few times I’ve added that, and it has quickly made it clear to me that how I was doing things show me for an idiot
If that’s not a problem, then I (like the others in this thread), recommend starting small. At least it’s worked for me so far. I’m really happy with the progress I’ve made in the last week, and had alot of fun seeing things start to come together, even though it’s kind of depressing that there’s stillllllll sooooooooooooo far to go.
Like you, I went through alot of the video tutorials, working along with them.
Then what I started to do was to choose bite sized pieces of what I’m aiming for.
Find the first thing you think you need/want. I wanted to add basic shooting, so for me it was adding a crosshair to the centre of the screen (in 3rd person shooter base). I hadn’t noticed that in a tutorial, so googled. I found someones solution, and so I adapted it to my needs.
Having done that one google showed me alot about how HUDs worked by inference (they didn’t go into details, it was basically a blueprint image). It was enough to get me started, and for any questions further on to be able to be more specific.
Note that really, imho, it’s not a good idea to use something if you don’t understand it. If it’s not clear how it works, I’d suggest trying to pare it back one part at at time, and/or asking on the forums. It’s much easier for people to help (and thoroughly explain) snippets rather than overarching goals.
Anyway, once that was done, then came shooting, then ammo pickup, then weapon pickup (diverging into skeleton sockets), then calculating hit targets, then which bone I hit of which character (for head shots etc), then enforcing the ammo/magazine limits/etc, zoom in/zoom out, followed by some basic AI NavMesh/Movement stuff, etc, etc.
Each part was a logical, but tiny progression from the last… Basically what I felt was most missing. And in each one (well most), I had to search around for some missing piece of information… I think the trick is choosing what you’re doing such that there is only one or two things that you need to learn for any particular item.
Also, it might help (at least, again, it works for me), is to think of your initial work as a prototype only, it’s not going to be the finished game, it’s where you learn HOW to make the finished game.
I’ve been programming for a long time (although not in graphics stuff since I was a teenager), so not sure how useful any of this is. Hope it made sense at least