Really news. Congratz
Looking forward to this!
You Sir, are a beast. Very much looking forward to these. might even have to work out GitHub to follow along with progress.
Thanks
Canāt wait, this sounds fantastic!
Small teaser on what I did earlier today:
http://wwwā¦com/wp-content/uploads/2015/03/survival_bombs_01.gif
The first commit will happen very soon, got a few basic features up and running just making sure the first submit isnāt a messy (or empty) one!
That looks !
SO EXCITED!!!
I can see a lot of interesting stuff in that gif, very well, waiting for it
Much love Mr and Epic
This is going to be very intresting.
Cheers!
Will there be a vehicle inside the scene? And since this is going to be multiplayer sample, multiplayer vehicle? Only one will do just fine.
Great work , congrats!! Iāll be following your progress!
Current plans: No.
Iām not going for a direct DayZ clone - youāll see a slightly different take on survival games instead while maintaining a large set of reusable features and trying to focus on a wide range of (C++) gameplay concepts.
Although I would love to create something with vehicles at some pointā¦!
A first video teaser on whatās being worked on at the moment:
Character animation is
Hi Thanks For your Share.I Now Develop A Third Person Shooter Themplate and I Watch This Tutorial.Please Add Aim System (Weapon LookAt To Crosshair) To Tutorial.
It looks . I was checking github repository everyday and waiting for this. I have a question about the project and would be very happy if you explain the differences on your tutorial too. For example for bomb actor: it could be created easily in blueprint and would have take less time, what are the advantages of creating core functionality and framework code in C++? (Performance, More Control or extra Network Features?)
In my very basic survival game created in %100 blueprint, i hit the wall because i canāt create objects inherited from UObject class on runtime.(Because spawn only creates actors.) Now iām not exactly sure if i have port only that part to c++ or whole basic functionality. Making most things in blueprint takes less time and it would be really good if you say the reasons of what we should do in blueprint and others in C++.
BTW, congrats with you new job
Hey , are you using the Animation Starter Pack for character?
https://www.unrealengine.com/content/88f875a30cfe4d5e906aef04138fbbfc
Yes, this bomb could have been done entirely in Blueprint - personally there is not a huge difference if I do something in C++ or Blueprint in terms of getting it to work, although I find itās great to experiment using BP (For example Iām trying to add PhysicsContraint and finding out how to use it by experimenting in BP which is much faster than doing so w/ C++) and tweaking values in BP is simply the quickest of the two as well.
I like to build my framework in C++ as I find it easier to maintain the complexity with plain code vs. Blueprint. If every has a base layer in C++ I know I can always communicate with it from another C++ (and BP) class, if youāre working solely in BP with the Bomb for example, I donāt have any handles available in my code.
Another thing I tend to do is use C++ to bake certain features into my game. I experiment and/or tweak using BP and then move these values over to the base class to bake it in, if a new class would extend from this - all values are already available.
Yes this is using the animations from Epicās free marketplace pack.
Thumbs up for the video. This tutorial is a great news for someone like me who has just started to play around with UE4 engine. Many thanks, Iāll be glued to this series.
Thanks for the answer. As i read the api, i realize iāll hit more walls because most of the api isnāt exposed to blueprint. I think these tutorials will help me a lot to use c++ api to back my blueprints.
And just an idea, it would be if you explain the apiās most important classes as an extra. Because as a newcomer from blueprint, itās a little bit hard to find my way on api for some functions. Of course iām not talking about classes like game mode, game instance, pawn, actor or character. But while using āSpawn Actorā in blueprint easily, i found that function is on UWorld class, and there are lots of functions i can use too in there. Iām sure there are more classes like this, classes those itās better if i know itās there.
Bit of a tease of what Iām working on. All current features now work in multiplayer too. Announcement on all features in Section 1 is very close!
While a night scene has no associated features in section 1 (this is planned for later sections and will be gameplay relevant) I decided to make a quick dip it in regardless to see how I could make this work with gameplay later down the road.
hurry up