Well that’s it Im trying to make a game based on Papers please on UE5 with blueprints, with a more easier logic and gameplay. Im good with 3D and FPS games but with 2D and that type of game I dont know how to start. Im a noob so im asking you to help me to figure it out.
My “game design” is:
The game takes place in a single room.
I have just one document with skills (2 hard and 2 soft).
The player has input to press a button to accept or reject the person. The person interviewed spawns and change or re spawn as different person when the player release the button.
I don’t know what focus I need to do this 2D Game. If make a widget based game or using the 2D camera and level.
I was doing some stuff like the character random generation using data tables with success. That’s not what happened to the bp interfaces and UI widgets. Widgets are powerfull with bp interfaces but I dont know if use widgets just to place text or something.
Here some 2d art of what the game has to looks like:
If you can help me to think and figure it out I really would I will appreciate it. If you need more information just ask, and In first place, thank you!
Hey there @Billy-Pilly! I love Papers Please so you’ve got my approval. I think it comes down to 2 things.
Aethetics and Ease of implementation!
UMG is a bit more rigid with how it displays things, and yes you can get around it, but sometimes it’s more effort than just making a flipbook and calling it done. Though the appeal of just having a button that just works out of the box is also fantastic, if it’s harder to get it to react the way you want it to, the tradeoff might weigh more. Say if you were making an entirely diegetic menu, like a stamp you manually lift and put down, or a signature you need to scribble, or a magnifying glass you take out. Those elements work best as game objects, and are harder to do well with UI. That said, simple non-diegetic elements like tips, options, menus, etc. Can all be done better and easier with UMG.
Hey, thank you. All right, so I should use UI just for menus and the character has to be created by instance of bp classes onto the level, got it! The room like 2d sprite background 2d like always and a rigid cam in front of all
I have a new question if you are there. Im trying to destroy a previous character on the chair and spawn a new one when the player press a widget button. Im trying to achieve this with blueprints interfaces but Im not figuring out how to do that. I have a character manager actor class that handle the characters spawn.
Depending on if you’re using the same class for the characters, you could instead of destroy it, walk them off, do whatever they do, then recycle that actor and swap it’s features. Would probably be better performance wise than having to destroy, then reinstantiate them so as not to invoke garbage collection so much.
That said, with interfaces, one of the biggest things I see people miss is that they need to set the classes they want to receive those calls, to implement the interface. This can be found in the class defaults area of the classes. Though without seeing your implementation it’s only a guess where you could be going wrong. Though I’ll include a tutorial for BPIs as well!
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Uff that tutorial is gold! Thank you! 2 hours ago I figured out and now it works but im trying to get some information about why flipbooks prevent me from destroying an actor that has one. If I use a simple sprite, Clicking accept or reject, I destroy the character and I can spawn a new one but if they have a flipbook instead of a sprite I cant destroy it, I tried with “Stop flipbook” but without success probably I used that function incorrectly. Now Im using another material to the sprites to react to lights on the escene and not bright just for exists haha.
If you know how to stop flipbooks or something to destroy an actor with a flipbook as component it would be great because I dont want to use a “PaperCharacter” class and use just an actor with a flipbook and a character data table to spawn it because, at least in this version, they simple dont move around.
Are you currently unable to destroy the flipbook?
Yeah. When an actor or a character has a flipbook as a component, when Im trying to destroy them they just keep on the level. When I change the flipbook to papersprite, it works!
That is odd, both flipbooks and paper sprites should be able to be able to be destroyed natively. Though if your characters are going to have depth, they may be better as full featured sprites.