Snap Builder like most survival games

Just before I go to bed, quick update on what I’ve been up to this last hour (was Mothers Day so!!!)

Nice work there man, what happens say if you remove all the bottom walls, will the top part fall over? any chance to have a option to use pillars as well? i like the logic of needing pillars to build also gives the option to make your base just standing on pillars lol.

currently the floors would hang there like magic, I’m hopefully planning on having the system do traces when a remove is called, however this may be a painful process.

As lots of people have requested the system be either submitted for the marketplace or released I’m still considering both options. However if people want I may do a “Build from scratch” series on youtube if people want that. I want to try out a slightly better way of doing it which would use a global storage for all the instances. If people are interested I’ll give it a go.

Paragon is up this week so lets hope I can pull myself away to work on this some more.

Well like most things i would rather buy a well made system than make it, it just to saves on time and most of the time when people follow videos there rushing to recreate it they miss the whole point of learning from it haha, I say make it as good as you can, Ill buy it for sure ill have to adapt it into my game which uses the ARPG inventory system, I think you probably can do more with this seeing you also have the logic to place objects in the world which is also a plus on my part :).

Any news on this ? Interested in it also interested in how the placement logic works.

I haven’t posted an update for a while sorry.

Quick update

Have since discovered that there are issues with the currently philosophy for the “generator” system.

However I’m currently working on sorting all the macros out so people can add there own building items easily. I’ve also managed to get the system to snap to the nearest snap point.

I hopefully will be able to put a video up sometime tomorrow (Wednesday) explaining the macro’s and how the placement logic works.

Very very short update, just as a teaser for how things are coming.

Not optimized perfectly but finally cracked the logic on parent-child destruction.

Haha thats some nice progress man, thats awesome how they collapse please keep us posted thanks.

OverRated_AU you asked about pillars. Well I thought I’d throw another teaser for ya, these pillars are based on the foundation asset.

Also I had a breakthrough in making it super simple to add assets. You create the instance actor asset and from there it knows what to spawn and when. I’ll explain more when I can get a video together.

Haha awesome now that’s what I’m talking about very nice work man, looking forwards to the video :smiley: .

This is really interesting, I’m trying to make something similar.

Very quick update,

Work has been super busy so haven’t been able to get the time (quiet time) to get a video up. 4 day weekend coming up so will crack on with a video come Friday.

Currently parent building items are

  1. Foundation Block
  2. Pillar (needs some tweaking to be far cooler and more pillar like (think stacking pillars))
  3. Wall
  4. Wall with Door
  5. Wall with Window
  6. Floor (changed so its now positioned into the wall boundary, does mean stacking walls now, 2x high)
  7. Slope/Stairs Either will work.

Building destruction

All Foundations, walls and floor collapse and also follow a limited dependency (destroy a wall and floor connected collapses) floors that aren’t connected to walls can be troublesome and require some heavy testing.

Anything that is built with instances using a parent blueprint will have the remove ability programmed in, but will require additional code to set your own dependency checks.

No multiplayer and still requires some heavy performance testing (box collision boxes may cause heavy drops in fps, may need to set a display distance feature.

hi,

any progress on your project ?

Currently updating it to make it a usable assets in the market place.

  1. Adding a variable to enable/disable building like Ark:Survival Evolved (walls on foundations) or like Rust (walls requires framing pillars).
  2. Adding simple network functionality as this will be easier doing so now than later.
  3. Improving efficiency of destruction logic (currently a bit hit and miss)

So many things to do so little time, hopefully can get some time to really nail everything and put up another video. Networking is a confusing mess and the Unreal video’s really don’t help much when you want to nail down a complex functionality.

can you add this point that you say in an other post for the market ?

“5) Structure owning system, I.e Team 2 can’t build near Team 1” and if possible add a door locking system ?

thx

Everything thats in most building systems will be in mine.

New update video

This has been rewritten to take pillars into account and the reduction in actors and additions required (trace channels are a pain though)

Now runs in 4.11 as it was crashing in 4.10

Hopefully more videos soon when I’ve figured out the damage/removal propagation (which is a tough one), also working on adding an easy system to add stone variants etc etc

Any questions throw them my way, also if you would like to see any other building items I’ll get them added to. Averaging 70-100 fps but hopefully will be able to reduce that going forward. My pc is pretty good though.

hi,

how do you progress on your project ?

Work was progressing brilliantly, I’d added stone (well the foundation) and was going through adding all the other stone assets. Still no multiplayer support (struggling to get my head around how it works)

However I had a corrupted HDD and unsurprisingly it was where my unreal engine files were stored, I’ve now bought a new HDD (plus a nice additional SSD) and have re-installed windows 10, 3dsmax 2016 and the engine, so work is back up and running.

Sorry updates are slow, real life has really got in the way recently. Hopefully get some good updates soon.

Hi,

do you have make somes progress on your project ? or you have stop is developpement ?

thx