I’d like to start a Real Myst type of game that’s indoors. Several rooms connected and a few elements. Just POV camera with point & click. Please suggest a tutorial? There are too many and haven’t find the right one yet. Thanks!
Hey there @jdiez.com! Welcome to the community! I’d recommend taking a look at Ryan Laley’s point and click adventure tutorial series to get most of your basic navigation together. The puzzles can be a different story however!
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Hello! Thanks so much! As I said, there are too many tutorials and hard to find the right one.
I saw the tutorial. However, this method is by linking several fixed camera positions. I wonder if it’s possible to walk free around, like Real Myst, with constrains by the walls? For example.
The original 1993 Myst did have fixed camera positions for movement. However if you’d prefer to just have it in first person free movement you could start by using the first person template to get started as it handles the basic first person character movement, obviously minus the weapon it comes with. Would that be your preference?
Hello! Yes! I prefer the way Real Myst!
How can I have limits to go? Walls work as limits? And, in an open space, can I set up like a fence, handrail? Or an invisible line (spline for example) that is a no go area?
The only thing left is adding active doors and pushing levers or buttons.
Thanks again!
No weapons whatsoever! Just walk around, open doors, push levers and buttons.
Walls work fine as limitations, as long as the player can’t jump over them.
You can also create invisible collider boxes (primitives) and give them the “invisible wall” collision class in the object properties, if you want to stop the user walking off an edge or somesuch.
Start with the First Person sample project, and remove the weapon from the default character model (and remove the action to fire, and maybe even remove all the code that deals with weapon/firing/reloading.)
Build more geometry, and go from there!
That sounds great! Last question, if I import an object from C4d (or Blender), like a maze building. Will the walls stop the character? Thanks
I imported a C4D model with Datasmith but walls don’t stop you.You just cross the whole object
Same thing happens with an FBX file. The question is of how to make the object “solid” to the character?
So depending on your mesh, you’ll have to generate a collision for it, especially for complex meshes that are convex in other locations. Here’s a video showing how to create collisions for your meshes:
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Then you’ll also have to make sure the collision presets are setup to block the character’s channel, I’d leave it on blockall while testing then specify it with a custom preset:
as far as interactions go, you’ll likely have to set up a basic interaction system first then each new type is going to be different. Here is a tutorial to set up basic interactions, though you’ll likely have to get in depth:
Edit: Noticed you got the collisions working as I posted great work!
Thanks a lot!!
No worries! One more thing I might mention is some documentation on how to swap cameras (you may want to do this when say zooming in on a puzzle or other element depending on how you handle the puzzles). These docs go over swapping between room static cameras but in your case you’d probably trigger it via the interaction system as shown before with a little editing, and likely manipulate or block the player character’s controls to keep them from receiving inputs for the puzzle.
Though there’s a myriad of ways of handling this, so feel free to experiment. Let me know if you have anymore questions and good luck!
I suggest you read up more on the art pipeline of unreal engine in general!
The difference between “complex” and “simple” collision is important, as is the difference between different collision responses, and collision query kinds (physics vs camera vs gameplay vs …)
A large complex mesh may perform poorly (especially if it has lots of polygons) so you may be better off either building a separate collision mesh (like a special LOD for collision) or breaking the mesh into many smaller pieces, and import the whole thing like a “scene” rather than a “single mesh.”
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