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unReal Projectiles - Development Log

Hi all,

I’m a complete beginner to Unreal Engine and game development in general but have been playing games for the best part of two decades. I recently decided to start learning how games are made and the past few months with Unreal have been fascinating. I’ve benefited tremendously from a lot of free learning resources so I want to be able to give something back to the community. With that in mind, my first serious project that I have started working on is called unReal Projectiles and my goal is to create a completely free, ballistics and explosives system using Blueprint.

My goals are lofty, I have a lot to learn and even more to do, but I’m committed to producing something valuable in the fullness of time.

I intend to keep this thread updated as regularly as possible with my progress and will hopefully let me chart my progress from noob to something less sucky. :slight_smile:

Update 1 - Basic debug line

This was the first notable thing I achieved (a few weeks ago). Each projectile has a visible trail which can be turned on for debugging purposes.

https://youtube.com/watch?v=4D_W6BJ5BO4

Update 2 - Coloured Debug Trail

After implementing a basic debug trail for following each projectile, the next step was to add colour grading, whereby the line would change colour proportional to muzzle velocity. There were 6 colours and each represented 1/6th of muzzle velocity.

https://youtube.com/watch?v=LOQFBgbVEjo

Update 3/4 - Penetration System and WIP Ricochets

Here was the first attempt at a penetration system whereby the thickness of the impacted object affects the velocity reduction.

https://youtube.com/watch?v=NlAkgE5fYGU

After a week or so work, I improved the system by adding a random factor to the bullet spread (pitch and yaw).

https://youtube.com/watch?v=Ka9aYGO7dVk
https://youtube.com/watch?v=Rnf5NcRZl74

Although the projectiles do occasionally ricochet depending on speed and angle of incidence, there is still work to do in that department and it’s probably where I will be spending time next.

You might also notice that I’ve reworked the debug line colouring scheme. Rather than the colour be based on a proportion of muzzle velocity, there is now fixed speed thresholds which determine colour. I think this is a more sensible scheme for comparing velocities. The colours are also on a gradient rather than fixed.

Update 5

http://i.imgur.com/Lefc5hG.png

It’s been a while since I last posted here but work has been continuing at a steady pace. I’ve implemented a lot of new features to the projectiles system since my last post including:

  • Realistic aerodynamic drag system
  • Improved penetration calculations (Newtonian)
  • Accurate projectile attributes for a range of calibers which determines drag and ricochet functions
  • Accurate projectile meshes

I’ve also started working on a large scale outdoor environment. AaronWith2As has a fantastic (and free!) Grass/Wind BP available for download which also includes a landscape perfect for my needs. I’ve taken a chunk out of this map and I’m using it as my starting point to build the firing range.

I’ve learned a whole lot over the last few months and looking forward to getting stuck in with everything else still to be tackled.

Heres a quick preview of how things are looking at the moment:

https://youtube.com/watch?v=4dqgFQE9FCs

Did you open a new Youtube account? Because all of your videos are down (since you closed your account). It looks interesting what you do, but I can’t really say anything about it until I see a video sadly.

Cheers (: