UE5 Arcade Shooting Prototype Dev Log 6 - Patrolling Cute Goblins

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Removed "Stylized Hit Reaction Component" from my last update
-- Was using too much memory so ended up writing my own Squeeze Squash using Timeline and setting Relative Scale 3D
Did additional clean up/refactor of my moving enemy base BP
-- Needed to clean house to setup moving ranged enemies
Updated damage text to show different color on friendly fire
ADDED new Cute Goblin!! Using lob attack I wrote earlier
-- Setup animation BP, state machine, and a lot of other crap
-- All done using Unreal Character Movement
-- Learned about "Rotation Follows Velocity" so the arrow mesh follows the "Suggest Projectile Velocity Custom Arc"
-- Added stationary turret functionality and very basic hacked in patrolling
-- Using a lot of "Set Timer by Function Name" to avoid tick
-- Goblin can melee if not on waypoint path for now if needed
Added dissolve material in master material

Dissolve
   • UE5: Dissolve & MELT Materials  

Art Assets by Suriyun
https://www.fab.com/sellers/SURIYUN

VFX by Rimaye.Std
https://www.fab.com/listings/623654f2-7948-47f8-b7d1-a0091e029022

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