Author: hzhenk
Blueprint Tutorials
- Notes Part 1
- Notes Part 2
Notes:
- Pure function: Setting (tick) in function. No exec pins
- Node Clamp. Setting the min and max of a number
Documentation:
Saving a game to a file
- Blueprint-Communication-and-You-1220373635
- if statement = branch node
- BSP pain causing volumes
- damage automatisch in UE, gebruiken voor geld?
- Node event any damage 25.14
- Direct communication: cast to
- reference get actors off class
- BP Interface Editor!! 49.50
- SphereReacebyChannel
- 1:02:06 right mouse Collapse to Macro!!!
Use only function is access outside the BP is necessary - In output you can change the sequence of output pins
- 1:06:31 Setting up which BP interface is received in the new BP
- 1:11:00 collision box with collision settings as fake door
- 1:13:00 show 3d widget!
- 1.34:00 event dispatchers
- Gekeken tot 1:40
- 2:30 view options : show engine content
- rotation movement
- Destroy actor after picking up coin
- open level
- 30:00 game instance
- Gekeken tot 31:46
Test met trello
asasassa
Animals
Tutorials
Rain
Tutorials
Ocean
Underwater life
Materials
Water
How to get the unreal watersystem programmable?
Different classes used for water
AActor
AWaterBody (file WaterbodyActor.h)
AWaterBodyRiver (file WaterBodyRiverActor.h)
This file also includes URiverGenerator
AMyWaterBodyRiver
functions:
virtual void InsertPoint(int32 Index, float t, bool bClosedLoop) override; /** Update point at index by lerping metadata between previous and next key values */ virtual void UpdatePoint(int32 Index, float t, bool bClosedLoop) override; virtual void AddPoint(float InputKey) override; virtual void RemovePoint(int32 Index) override; virtual void DuplicatePoint(int32 Index) override; virtual void CopyPoint(const USplineMetadata* FromSplineMetadata, int32 FromIndex, int32 ToIndex) override; virtual void Reset(int32 NumPoints) override; virtual void Fixup(int32 NumPoints, USplineComponent* SplineComp) override;
FInterpCurvefloat is a struct
Water-systems
List of the different water-systems on the island. Wil be used for the instructural design, design island and assets
First attempt to build a water system in Unreal
- Waves at sea
- Tide at sea
- Currents at sea
Erosion of beach - Culvert at dike
To discharge water from island to sea - Pumping station with pipes
To discharge water from island to sea - Rainfall
Is main source for supply of freshwater on the island - Seepage
From island to sea.
From sea to groundwater. - Groundwater
- Drainage pipes
- Ditches
Discharge water to Pumping-station of culvert at dike - Weirs
To control waterlevel ditch - Culvert in ditch
When ditch has to cross road - Lakes / surface water
For storage of surplus of rainfall - Sewer pipe
- Infiltration
Infiltration sewer, Wadi, infiltration box, infiltration box - Storage settling basin (BBB)