There are a couple schools of thought on optimization. With any rule in programming, use at your own risk, for your own situation. The one I generally follow is make it work correctly now, optimize it later. Optimizing is time … Continue reading
Category Archives: Unreal Engine 4
It’s been more than a year since I last wrote a post on here. That doesn’t mean I haven’t been developing in UE4, the opposite really. Trying to find the time to write never happened, so I making some time. … Continue reading
I had a couple considerations and constraints in making this system. I had just launched the Steam Greenlight campaign before I made the decision to redo the AI completely. The Cats just weren’t expressive enough for me and adding new … Continue reading
So, I’m making a Cat and Lazer pointer game in UE4. I’ve redone the AI system now several times, I’m on my 4th iteration. I had been using the built in Behavior Tree system in UE4, but I kept having … Continue reading
In this post add convex transitions to the spider. Basically up to this point the spider can navigate inside, or concave corners but can’t go around outside ones. The code to do this ended up being minimal. I added … Continue reading
Before getting the Spider to climb walls, need to to just move on the floor to start. I’ll start as simple as possible and then iterate on it as things are needed, such as keying the right animation to play … Continue reading
In this 3rd installment of the make a Spider blog. In the last part I left off with some problems. Some things worked great and are keepers, but the movement simply wasn’t working right. The spider could detect any wall, … Continue reading
UE4 Blueprints makes it very easy to drag and drop objects onto each other, but sometimes you want everything already set up. I’ve been working on a procedural level generation system, which is designer assisted. So blocks that will be … Continue reading
Blueprints are the Visual Scripting Language in UE4 and a large portion of the C++ API is available in them. Starting out a new project its always nice to get the basic mechanics on the screen as fast as possible … Continue reading
Picking up from Part 1 where we left the Spider able to detect what surface is in front and under itself. The next step is to get the surface angle of the detected object. The main reason is we … Continue reading