Unreal Engine Indie Game Dev Prototype WIP: #1

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I'm trying to get into doing Game Dev in my evenings. I've decided to use Unreal Engine and am still at an incredibly early stage.

I'm attempting to get a Legend of Zelda style method for pulling/pushing which means, move up to an object, face it, hold a button, and then move along the axis you're facing.

I got started by following https://forums.unrealengine.com/showthread.php?51915-TUTORIAL-Physics-Handle-Pick-Up-Physics-Objects&highlight=drag+push+pull to attempt to get something working. Unfortunately most of the tutorials out there are for Skyrim type mechanics where whatever you carry is free floating in space... which is not what I want.

I've then explored these links to try and improve the system:
Relevant Links: https://answers.unrealengine.com/questions/108587/how-do-i-make-a-pushing-box.html
https://answers.unrealengine.com/questions/125486/how-to-prevent-an-actor-to-rotate-lock-rotation.html
https://answers.unrealengine.com/questions/44143/how-to-toggle-orient-rotation-to-movement.html

I really should try to understand this Unity code as I suspect it might be relevant as well... http://forum.unity3d.com/threads/push-pull-object-in-only-one-axis.250968/

Where I'm at right now though
-I've now got it set so that when the action button is pressed, it constrains the actor to only be able to move either left/right or up/down depending on the direction they are facing.
-need to make it so that push animation only ever faces in these 90 degree angles as well.
- I still need to set up object to break the connection with the player if the player moves away from the object (trapped against other objects)?
-regarding physics.... if character is set to ignore collisions.... then he can walk inside the object when it's pushed against something.... yet if he remains able to collide, then mass causes a slow down in movement since it's a physics object that collides... realistically I never want the character to be able to push anything just by walking into it...so I'm not 100% sure how to deal with this problem... but...
-Objects must be blueprints so that I can use a physics constraint to properly restrict rotation. I'll need to include a control to release this constraint and rotate the object though...
-If this works, then I should also be able to simply have physics constraint to restrict transform unless an object is being pushed. This should make mass virtually meaningless and allow the character to push easily regardless if they are "too close" would prevent you from being able to knock around other objects with furniture, and should fix my problem about turning on/off collisions.







Tags:
Game Engine (Software Genre)
Unreal Engine (Video Game Engine Family)
Demo
Indie
Prototype (Video Game)
Gameplay



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