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Showing posts from April, 2017

Unreal Engine Diaries #12

1. Blueprint function libraries cannot be accessed from an Object class.

2. If you spawn an 'Actor' using Spawn Actor from Class function, it's transform (or the individual sub components like location, rotation, & scale) cannot be modified.

3. The 'Get Game User Settings' node can be used to get the local machine settings like screen resolution, texture quality, etc, but this function returns the settings data from the memory & not from a permanent storage location like the hard disk. This means that if the player had used 'Save Settings' prior to this function call during the same instance of the game, it would not return the saved information.

4. The 'Load Settings' & 'Save Settings' function [accessed through the Get Game User Settings node] loads/saves settings data from/to the disk. While saving new data, it does not apply these settings parameters to the game. So it's generally used in scenarios where the player has to re…

Top Down Stealth Toolkit Tutorial: How to modify the size of noise pulse emitters

[The following information is based on the v1.4.1 edition of Top Down Stealth Toolkit & hence may not remain entirely relevant in later versions. For more information about the toolkit, check out the official support thread in the Unreal Engine forums: https://forums.unrealengine.com/showthread.php?97156-Top-Down-Stealth-Toolkit]

The noise pulse emitter's radius is indirectly dependent on two user defined factors: one being the AI bot's hearing sense radius, & the other factoring in the loudness of the noise itself. By default, the patrol bots have a hearing sense radius 'r' of 500 units. This basically means that a noise event with a loudness value of 'l' (default = 1.0) can be heard by the AI bot up to a maximum distance of 'r*l' units. For example, the footstep noise with a loudness value of 1.0 can be heard up to 500 units, while a different custom noise event with a loudness of 2.0 could be heard from a distance of 1000 units. This maximum d…

FPS Tower Defense Toolkit Basics: Holographic Tower Constructor

[The following information is based on the v2.1 edition of FPS Tower Defense Toolkit & hence may not remain entirely relevant in later versions. For more information about the toolkit, check out the official support thread in the Unreal Engine forums: https://forums.unrealengine.com/showthread.php?79300-FPS-Tower-Defense-Toolkit]

The Holographic Tower Constructor represents the part of the Holographic Tower Display system that displays Holographic models of the tower designated by the player for construction. The Holograms are created & updated at run time through the 'BPC_HolographicTowerDisplay' component (attached to the player character) using information specified in the 'Holo Constructor Data' array, located within the Tower Manager. Listed below is a brief explanation of the different parameters that drive the Tower Constructor:


- The 'TowerType' enum identifies the data associated with the tower model selected by the player for construction.

- The …