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Chris Didier
Chris Didier

14 Followers

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Nov 14, 2022

Member Functions

We are going to be creating our own class member functions. They will be MovePlatform and RotatePlatform. We have yet to create our own functions, but we have been using the built in functions so far. First, we need to head over to the header file and create a private…

2 min read

Member Functions
Member Functions

2 min read


Nov 9, 2022

FString

We will be talking about how to add dynamic text to our log messages using cpp. What if we wanted more detailed information like the actor name or vector data of an object. We do this through using text. In our beginPlay function we are going to set an FString…

2 min read

FString
FString

2 min read


Nov 9, 2022

Writing to the Output Log

We are going to look at how to debug our games by writing the values of our variables to the output log. In our MovingPlatform.cpp we are going to look at creating a log. The first is the type of log, the cateory, and the text we are going to print out. When you run the message will appear for every actor in our scene that is a movingplatform.cpp

2 min read

Writing to the Output Log
Writing to the Output Log

2 min read


Nov 8, 2022

GameMode

Here we are going to learn about the GameMode class in Unreal. GameMode- an Actor that controls the “Rules” who sbould spawn where. Who should spawn where, how many players allowed in a game, win conditions, many rules apply to the game from the game mode. You can select the…

2 min read

GameMode
GameMode

2 min read


Nov 8, 2022

Forcing Character Collisions

We will be setting up our own obstacle assault course. We are going to make a few changes to our class during this process. We will have an obstacle that will push us off the ledge. We are going to create a new blueprint class based on our moving platform…

2 min read

Forcing Character Collisions
Forcing Character Collisions

2 min read


Nov 7, 2022

Blueprint Child Classes

Back in Obstacle Assault we are going to create more visually appealing moving platforms, using blueprint child classes based on cpp classes. We are going to delete our current moving platform. Then go into our content drawer select our moving platform cpp class and create a blueprint class based on…

2 min read

Blueprint Child Classes
Blueprint Child Classes

2 min read


Sep 14, 2022

Inventory System UE5 Pt 7

In this section we are going to look at how to create containers. Our container is going to be a chest. So let’s create an actor and call it chest. We can download a chest off of the quixel bridge. Open up our chest actor and add a static mesh…

3 min read

Inventory System UE5 Pt 7
Inventory System UE5 Pt 7

3 min read


Sep 10, 2022

Inventory System UE5 Pt 6

Last time we were able to create the tooltip system and there was a drop item button that appeared, but we were not able to drop it. This time we will be able to. First, we need to fix a bug that when we open our tooltip, but close our…

6 min read

Inventory System UE5 Pt 6
Inventory System UE5 Pt 6

6 min read


Sep 7, 2022

Inventory Sytem UE5 Pt 5

We now are going to show a tooltip which allow us to drop items on the floor. We will now setup the interface for our tooltip. We are going to use an image for our carrot. Once we download a carrot image we are going to go into the ItemData…

4 min read

Inventory Sytem UE5 Pt 5
Inventory Sytem UE5 Pt 5

4 min read


Sep 4, 2022

Inventory System UE5 Pt4

We are going to get our items to appear on our screen in part 4. We are first going to create a new input action and we are going to call it menu, and use the tab key to open it up. We then are going to create a new…

4 min read

Inventory System UE5 Pt4
Inventory System UE5 Pt4

4 min read

Chris Didier

Chris Didier

14 Followers

Software Engineer

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