Skip to main content

Posts

Showing posts from May, 2019

[Unreal Engine] How to export Animated Models from Blender to Unreal Engine 4

[Unreal Engine] How to export Animated Models from Blender to Unreal Engine 4 Hi guys, this will be a very short tutorial. I noticed some problems when exporting from blender and importing in Unreal. So here is a quick lookup article to refere to, whenever you have problems. model your character or whatever rig it, create animations rename “Armature” to something else (this is most important) import in Unreal Engine See the screenshots below: Hope, this helps. Written with StackEdit .

[Unreal Engine][C++] How to make a character brachiate on a ledge

[Unreal Engine][C++] How to make a character brachiate on a ledge Custom Character Movement Used Unreal Engine Version: 4.22 There are several ways how to implement custom movement in Unreal Engine. I show you one of them: Brachiating. It is a special movement and uses no physics. It will give you the knowledge to go and try to make your own movements. As a base we use AThirdPersonCharacter which already supports movement types like walking, crouching, running, jumping, swimming and flying, but not - you guessed it - brachiating. Implementation One way to implement it, is extending UCharacterMovementComponent . I already showed you how to do this. But since this is rather for physics based movement, I decided to go the other way, by using the already existing delegate MovementModeChangedDelegate . This delegate broacasts events each time the movement mode changes. So, what do we need? How do we trigger the new movement mode and how do we leave it? Here is

[Unreal Engine][C++] How to create a custom CharacterMovementComponent

[Unreal Engine][C++] How to create a custom CharacterMovementComponent A Custom Character Movement Component Used Unreal Engine Version: 4.22 Since the Unreal Engine Wiki is somewhat outdated in specific areas and I am not allowed to edit there, because they are working on a new one, I spare you the hassle to figure it out for yourself and present to you: the custom character movement component :D If you want a character that supports more movement types, you have to extend character movement component. Here is how to do it: First, create a new class inheriting from UCharacterMovementComponent : // MainCharacterMovementComponent.h UCLASS ( ) class MYGAME_API UMainCharacterMovementComponent : public UCharacterMovementComponent { GENERATED_BODY ( ) public : UMainCharacterMovementComponent ( const FObjectInitializer & ObjectInitializer ) ; protected : virtual void InitializeComponent ( ) override ; virtual void TickCompone

[Unreal Engine][C++] How to create a step on button

[Unreal Engine][C++] How to create a step on button Step on Button Used Unreal Engine Version: 4.22 The “Step-On Button” is a very common video game element, especially in platformers. It is used to trigger some action, when the player steps on it and pushes it down with his weight. Creating one with Blueprint is not difficult. Here I show you how to create a universally usable and customizable step-on button with C++. Implementation We’ll base our button on the Simple Trigger Actor I described in an earlier post. If you have not already, please implement that one first. Now create a new class StepOnButton and inherit from ASimpleTriggerVolume . The button will consist of a separate root component (which allows you to relatively place the button’s contents), a shape component (the shape of the trigger), a button mesh and a button base mesh, as well as a sound effect, which is played, when the player steps upon it and triggers an action. The first compone