xx List of Figures
6.15 Sparks Particle Setup ....................................................................................319
6.16 Sparks Particle Initial Properties . .................................................................320
6.17 Material Calculations....................................................................................322
6.18 Sparks. ..........................................................................................................323
6.19 Over Lif e Details and Distributions..............................................................324
6.20 Curves in Curve Editor. ................................................................................325
6.21 Rain Demo Display....................................................................................... 327
6.22 Rain Material Setup ......................................................................................32 8
6.23 Rain Particle Initial Properties......................................................................329
6.24 Rain Particle Initial Properties......................................................................330
6.25 Rain Particles in Stages ................................................................................ 331
6.26 Rain Particles in Stages ................................................................................332
6.27 Visualizing the Initial Location............................................................335
6.28 Forces Applied to Rain Drops. ..................................................................... 337
6.29 Blizzard Demo Display.................................................................................339
6.30 Blizzard Material Setu p ................................................................................ 341
6.31 Blizzard Material Setu p, Continued. ............................................................342
6.32 Blizzard Emitter Material Particle Color Network. ......................................343
6.33 Blizzard Particle Initial Properties................................................................344
6.34 Blizzard Particle Initial Properties................................................................345
6.35 Blizzard Particles in Stages ..........................................................................346
6.36 Blizzard Particles in Stages .......................................................................... 347
6.37 Particle Emitter SubU V Prope rties...............................................................348
6.38 Particle SubUV Expression and its Properties..............................................349
6.39 Fire Material Setup .......................................................................................352
6.40 Fire Material Setup .......................................................................................356
6.41 Fire Effect in the Level .................................................................................358
6.42 Torch Placed in Front of a Rock. ..................................................................359
6.43 Fire, Torch, and Rock Duplicated.................................................................360
6.44 Fire with L ight Effect. ..................................................................................362
6.45 The Fire Sub Image Texture. . .......................................................................363
6.46 Assigning a Type Data to an Emitter. ...........................................................365
6.47 Sprite Emitter Exercise. ................................................................................ 377
6.48 Fire Effect Exercise. .....................................................................................378
7.1 An Examp le of a Heightmap. .......................................................................382
7.2 A Landscape Created from He ightmap in Figu re 7.1...................................383
7.3 Landscape Actors a nd Creation ....................................................................383
7.4 Creating a Blank Project for Landscape Tutorials........................................386
7.5 Sky Sphere in the Level. ...............................................................................388
7.6 New Landscape Placed in the Level. ............................................................389
7.7 The View of a Sculpted Landscape from Afar..............................................390
7.8 Exporting the Heightmap to File. .................................................................392
7.9 Landscape Layer Blend Expression..............................................................395
List of Figures xxi
7.10 Landscape Coordinate Expression................................................................ 397
7.11 Landscape Layer Weigh t Expression............................................................399
7.12 Simple Landscape Material Layer Setup......................................................402
7.13 Landscape Material A pplied to Landscape...................................................403
7.14 Landscape Layer Info Missing Error. ...........................................................404
7.15 Landscape Layers Painted. ...........................................................................405
7.16 Landscape Material Texture Setup. ..............................................................409
7.17 Removing Old Landscape Layer Infos. ........................................................410
7.18 Landscape Textured Layers Painted. ............................................................410
7.19 Landscape Textured Layers with Its Coordinates Scaled. ............................ 411
7.20 Landscape Textured Layers Look Flat..........................................................412
7.21 Network for Normal Map Layer Setup.........................................................413
7.22 Landscape Textured Layers are Given Depth. ..............................................414
7.23 Landscape Textured Layers are Given Depth. ..............................................415
7.24 Landscape Texture Colors Modified.............................................................416
7.25 Landscape Texture Roughness Channel. ...................................................... 417
7.26 Texture Maps Used for the Landscape Material...........................................418
7.27 The Final Look of Textu red Landscape Material. ........................................420
7.28 Creating and Applying Landscape Hole Materia l ........................................422
7.29 Cave Opening Created in Landscape............................................................423
7.30 Bringing Textures for the Blend Layer Material ..........................................426
7.31 Diffuse Layers Network Setup .....................................................................428
7.32 Landscape Layer Blend Diffuse and Normal Setup. ....................................430
7.33 The Four Layers Blend Well.... .....................................................................433
7.34 Heightmap Layer Blend Textures.................................................................435
7.35 The Three Layers Blen ded with th e Layer Blend Expression......................436
7.36 The Flatten Tool Example.............................................................................438
7.37 The Ramp Tool Example Usage. ..................................................................439
7.38 Creating Splines on a Landscape..................................................................448
7.39 Applying M esh Actors to Splines.................................................................449
7.40 Creating Walkway Me sh and Material .........................................................453
7.41 Assigning Walkway Material........................................................................454
7.42 The Spline’s First Two Control Points..........................................................455
7.43 Selecting and Adjusting Our Spline’s Control Points...................................455
7.44 Applying the Spline to the Landscape. .........................................................456
7.45 Assigning a Static Mesh to the Spline. ......................................................... 456
7.46 Final Adjustments Made to the Spline.......................................................... 457
7.47 Adding More Segments to the Splin e...........................................................458
7.48 Fixing the Issues with Newly Added Segments to the Spline. .....................459
7.49 The Foliage Tool...........................................................................................462
7.50 Foliage Tool Mesh Selection and Brush Settings .........................................464
7.51 Culling Clusters ............................................................................................468
7.52 Proper Culling Support .................................................................................469
xxii List of Figures
7.53 Foliage Instance Added to the Landscape. ...................................................473
7.54 Show Instance Settings in Foliage System ...................................................474
7.55 Culling of Far Away Clusters .......................................................................475
7.56 Bush Material Fading Suppo rt......................................................................476
7.57 Rock Instance Fading . .................................................................................. 477
7.58 Rock Instance Fading Complete ...................................................................478
7.59 Rock Texture Alpha Ch annel........................................................................482
7.60 The Wate r Surface M esh...............................................................................484
7.61 The Wate r Surface Placed in the Landscape.................................................485
7.62 Adjusting Micro Normals .............................................................................486
7.63 Water Waves on the River............................................................................. 487
7.64 Adjusting Macro N ormals ............................................................................488
7.65 Opacity Channel of Water Material ..............................................................489
7.66 Water Material Complete..............................................................................490
7.67 Reflective Water Surface..................................................... .......................... 491
7.68 Underwater Effects ............................................................. ..........................492
7.69 The Original Micro Nor mal Network...........................................................493
7.70 The Original Micro Nor mal Linear Interpolatio n N etwork..........................494
8.1 Blueprint Casting. .........................................................................................502
8.2 Binding Events to Event Dispatchers. ..........................................................503
8.3 Creating a Blank Project...............................................................................504
8.4 FPS Level Setup............................................................................................505
8.5 Adding Components to the Ball Spawner Blueprint. ................................... 507
8.6 Spawner Bluepr int Will Spawn Balls at Its Location. ..................................508
8.7 Ball Blueprint with Physics Activated..........................................................509
8.8 Testing the Ball Spawner Blueprint ..............................................................510
8.9 Placing Spawners in the Level and Making an A rray...................................512
8.10 Initializing Arrays of BallSpawners. ............................................................513
8.11 Testing for Time between Spawns................................................................514
8.12 Getting a Randomized Index from Arrays....................................................515
8.13 Spawning from Randomized Spawner..........................................................516
8.14 Binding Actor Overlap Event to a Custom Function....................................518
8.15 Checking to See if Player Overlaps th e Ball. ...............................................519
8.16 Spawn Only if Spawn Is Active....................................................................520
8.17 Destroying Balls on Overlap.........................................................................520
8.18 Calculating the Crosshair H U D L ocation.....................................................523
8.19 Crosshair in the HUD Completed.................................................................524
8.20 Your New HUD in Game..............................................................................525
8.21 Engine Fonts Location..................................................................................526
8.22 Importing Fonts into Your Game. ................................................................. 527
8.23 Using a Sequence Node in Flow Contr ol...................................................... 527
8.24 Drawing Text on the HU D ............................................................................528
8.25 Update Score Event Dispatcher. ...................................................................529
List of Figures xxiii
8.26 Calling Event Dispatcher s from Other Blueprints........................................5 30
8.27 Updating Score. ............................................................................................ 53 1
8.28 Adding an E vent Dispatcher and Creating a Parameter................................532
8.29 Updating Score in the MyNewHUD Bluep rint.............................................533
8.30 Calling MyNewHUD Event Dispatcher from Character Blueprint..............533
8.31 HUD Updating Scores Properly....................................................................534
8.32 Commenting Updating Scores HUD. ...........................................................534
8.33 Reroute Node Com ments in HUD Bluepr int................................................535
8.34 Adding the Game Timer. ..............................................................................536
8.35 A Sequence Added to the Network. ............................................................. 537
8.36 Game Timer Network. ..................................................................................538
8.37 Convert and Update Timer String.................................................................539
8.38 Showing the Time and Score on the HUD....................................................540
8.39 Calling the HU D Update Timer Event.......................................................... 541
8.40 HUD Updates the Time and Score. ...................... ........................................ 542
8.41 Establishing Game Active State. ..................................................................544
8.42 Spawning Network for When the Game Is Active. ......................................544
8.43 Setting Game State in the Ball Spawner Event.... .........................................545
8.44 Only Update Score if Ac tive Ball Spawner Event........................................546
8.45 Update BallSpawners Game Active Variable. .............................................. 546
8.46 Creating the High Score Var ia ble. ................................................................ 547
8.47 Placing the Sequence for the Game Load/Save. ...........................................548
8.48 Check Whether the Save File Exists............................................................. 549
8.49 Save Game into File an d Store Name if It Does Not Exist...........................55 0
8.50 Load if Save Game File Exists. ....................................................................5 50
8.51 Event Dispatcher for the Check High Score................................................. 551
8.52 Event Dispatcher for the Check High Score Network.................................. 552
8.53 Setting the High Score in HUD Event Dispatcher........................................553
8.54 Drawing the High Score Value on HUD.......................................................554
8.55 Call Update High Score of the HUD from Ch aracter Blueprint................... 554
8.56 Call Update High Score of the HUD from Level Blueprint. ........................ 555
8.57 Call New High Score of th e Character from Level Blueprint. .....................555
9.1 Game Mode Properties and Setting ..............................................................562
9.2 Character Blueprint Setup.............................................................................563
9.3 Setting up Player Controller Functionality ...................................................565
9.4 Setting up the Ac tor Rotation. ......................................................................566
9.5 Commenting the Network.............................................................................566
9.6 Axis Mapping ...............................................................................................569
9.7 Axis Mapping ...............................................................................................570
9.8 Player Keyboard Movements........................................................................ 571
9.9 Setting up Pr ojectile Class ............................................................................5 73
9.10 The Projectile M aterial .................................................................................574
9.11 Spawning Projectile on Fire Event. ..............................................................576
xxiv List of Figures
9.12 Establishing Projectile Firing Trajectory...................................................... 577
9.13 Firing Action Mapping. ................................................................................578
9.14 Starting the Ga me .........................................................................................579
9.15 Placing Player References in Player Contro ller Class.................................. 581
9.16 Projectile Firing Mechanism N etwork.......................................................... 581
9.17 Collision Tab.................................................................................................583
9.18 Additional Collision Properties ....................................................................584
9.19 Setting up The Collision Type ......................................................................585
9.20 Setting up Player’s Collision . .......................................................................585
9.21 Setting up Player Collision Responses .........................................................586
9.22 Setting Projectile Lifespan and Hit Event Generation..................................586
9.23 Destroy Projectile on Event Hit. ................................................................... 587
9.24 Creating the E nemy Class.............................................................................588
9.25 Enemy’s Co llision System............................................................................589
9.26 The Enemy Damage Functionality. .............................................................. 591
9.27 The Complete Enemy Damage Network......................................................592
9.28 The Network to Enable Enemy to Cast Damage on the Player. ...................593
9.29 The Full Network for Player Damage Calculation and Destruction.............595
9.30 Projectile Damage Network....... ...................................................................596
9.31 Placing a Camera for Gam e over Cinematics...............................................598
9.32 Game over Functionality in Level Bluepr int ................................................599
9.33 The Game over Cut-Scene Network.............................................................599
9.34 Placing Enemy Spawn Bases in the Level....................................................602
9.35 Creating a Variable for the Enemy to Spawn................................................603
9.36 Creating the Set Timer Delegate...................................................................604
9.37 Calculating Spawn Locations .......................................................................605
9.38 Randomly Spawning Enemies......................................................................606
9.39 The Complete Spawning Network................................................................ 607
9.40 AI for Enemy Characters ..............................................................................608
9.41 Programming our AI Behavior .....................................................................610
9.42 Blackboard Key Selector Variable Type. ...................................................... 611
9.43 Player Position Update and Chasing the Player ...........................................612
9.44 Making the Behavior Tree ............................................................................613
9.45 The Network for Ene my Death Particle Effect.............................................615
9.46 Player’s Destruction Sequence Particle System Network.............................615
9.47 Spark Emitter in Cascade Particle Editor ..................................................... 617
9.48 Color Over Life Distribution ........................................................................618
9.49 Alpha Over Life Distribution........................................................................619
9.50 Setting up Spark Bursts ................................................................................620
9.51 Sparks’ Velocity Setup.................................................................................. 621
9.52 Spawning Sparks When Bullets Hit. ............................................................ 621
9.53 Damage Material Network. ..........................................................................623
9.54 Setting up Enemy Hit Ma te rial Interface......................................................624
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