Hello everyone, I am new to Unreal engine (been using this program for about a week) and I have a ton of questions since I cannot find anything anywhere else. First off, I wanted to point out that I have a little understanding of how switches and variables work. I’m not sure if switches or variables would be needed for all of my ideas but I just wanted to mention that so you guys get a little bit of background history on my little knowledge of programming haha.
Also another thing I would like to point out is that I am creating a legend of zelda fan made game, just so you have a tiny idea of how I could implement some of those aspects of typical zelda games into my own original game using unreal engine 4. I’m going to list my questions and ideas down below so if anyone could help me or put me in a good direction with help that would be truly appreciated gives cookie
I would like to know how I can obtain a weapon or item throughout the game? I know how to make the weapon, I know how to add it to my character, but how would I, for example, obtain a weapon or item throughout my game? Like if I were to complete a dungeon and then after I beat the dungeon I were to receive a new weapon such as a boomerang or a bow and arrow? How would I make that happen? So basically I want to start the game off with absolutely nothing and gradually obtain items during the game.
I would like to be able to change my character’s point of view from third person to first person when aiming. So basically I would like to run around in third person, switch to like a bow and arrow, or a boomerang, click an action button that I programmed on my keyboard through the input settings, and then when I click that action button the third person perspective would change to first person.
I would like to be able to add a targeting system to my game. So basically I would like to run around, and when I get within a certain radius of an enemy (actor) I would then lock on to the enemy and my camera would be fixated around that actor, while also keeping my character in view as well, and then of course once I leave that radius, I would get out of the lock on system and then I can go on my merry little way.
This is my last question I would like to be able to use a hookshot in my game, how exactly would I extend the hookshot to an area and then bring myself towards that object that I hooked onto? Also I would like to know how I can change how far the hookshot can go.
So that is basically all of my questions for now. I know its complicated, but I am super excited to learn new things about this program and the things that it could do. I am not sure if any of these things require a c++ blueprint but if it does, I would like to know what I would have to do to make any of these things work. I appreciate everyone’s time and I truly am excited to get these ideas into my game
P.s the last question isn’t that big of a deal to answer. oh and I am only asking all of these questions because I could not find forum posts or youtube videos on these anywhere else. They don’t exactly give me a result I am satisfied with. Anyways sorry for the long thread I hope I can get some answers soon
All of your questions can be solved by effectively using blueprints. I don’t see why you would need additional written code to do any of these tasks, although it may be useful in some cases to do so.
I started to answer your questions and got to number 3, but it all got erased accidentally. So… I’m just going to say that your questions actually require some pretty complex answers, and although the general principle is easy, there will be lots of bug testing with trial-and-error.
I will say, in reference to question number two, I recommend you open up the “first person blueprint” template and “third person blueprint” template, and compare between the two how the camera’s work. then to solve your question, it’s just a matter of writing a script that switches between the two when certain actions are performed, like aiming your bow-and-arrow. A similar solution could be provided for question three as well.
I just have no idea where to even start for question #1. Like would I just make a variables? The variable being called, for example “has weapon” and then I could make a statemachine inside my animation blueprint that says if I do have a weapon I can then transition into my sword and shield animations, but if I don’t have a weapon then I would just stay in my normal animations without a weapon. Is that basically what I would need to do for question number 1? If it is, then maybe I could try and figure out how to do that since I’m not too knowledgeable on animation blueprints lol. I basically just need to know how to actually make my weapon appear and disappear when I call the variable “has weapon”
I’m no coder by trade, but as I recall anyway, objects in a game need a class, for everything, so a class for ‘weapons’ and you reference that class with functions.
THe url will answer other questions no doubt, it should suffice, and you can go from there with functions you want that may not be listed.
As noted of course in the instructions, you still need a UI to display such items in game, assuming that’s your intent.
Ty for the link, I’ve looked through it but I’m not quite sure if that is what I’m looking for. Been up all night trying to find an answer to my problems but can’t seem to find a way to do it lol. I may try and find a teacher to help me with these things lol. I’m all out of ideas xD
The way I would do it, assuming you have an actually end to a level which you call.
You can tie (using blueprints) level blueprint end level cast to the player controller (as its persistent) not the player (non-persistent) to give player the weapon. How you give the weapon is up to you.
If its a straight swap then you’d just replace said asset. If you want it in your inventory the I would assume it an array. Etc etc.
Of course I could be talking rubbish (no Unreal expert) but I’ve spent a fair bit of time coming up with crazy simple ways of doing things. Despite the performance cost.
Normally I wouldn’t say this as it comes across all miserable and defeatist but…you’ve been using the engine a week and you don’t really know what variables are. Maybe a Zelda clone isn’t the best first project
Watch all the tutorial videos, make something simple to start with. Don’t make the same mistake as many others do and start off trying to make something by yourself that took many trained professionals working 15 hour days, years to make.
You’ll become frustrated very quickly.
Don’t run before you can walk as the old saying goes. Good luck
yea, you’re definitely right. I kind of understand what variables are. Basically you make a variable and make a name for it, and then in your player’s event graph you “set” what that variable does when it is set to true and then when it is set to false. and then you have to “get” the variable and put that somewhere I think xD. I would love to start off with a small project, except that I don’t exactly know where to find step by step tutorials for sample projects so I can learn from those. yes I know there are just tutorials on the userface for the persona, content browser, landscaping, but like I want to find step by step tutorials that show us how to get an end result and not just explain what each of the buttons do. One of the main reasons why I am looking for a teacher is so I can push myself a little further than what is expected of me and so I can keep the drive and motivation flowing. Anyways Thank you for your input, if you know anyone that would want to help me out I would appreciate it
well a variable can be anything, true/false is only one type of variable which is a bool. Floats are decimel numbers, integers are whole numbers. Variables can also be objects, for example you could have a target variable which stores the reference to an enemy. Even bits of text can be held in a variable called a string. I’m not going to lie it’s not the easiest thing to get your head round in the beginning
Try the unreal youtube channel, it’s become a bit cluttered with lots of pointless videos but the tutorial ones are hiding about in there somewhere.
There are a few good series that take you through making something from beginning to end. Now obviously the end product won’t be very good its more about how you’d go about making that genre of game, then once you’ve finished the tutorial you can build upon it how you like.
Definitely watch this series about blueprints, in fact you should go through these first thinking about it:
This one will explain variables and other important stuff:
Some genre specific setup video’s:
Twin Stick Shooter:
How to create a third person game:
You get the idea, go through them, have a play about in the engine and it’ll all start to make sense