Unpacking with a laser cutter and destroying glass, the more I practice in mechanics with Unreal Engine, the more interesting examples become... Next, I will make different types of throwing objects
First, I created a Niagara ribbon, which takes an array of vectors from the trajectory, then added another particle to the final position, and after turning on the physics simulation and mass, I realized that I can break glass
Projectile Movement and Predict Projectile Path
Today I found out how it works in Unreal Engine and cried how simple it is, remembering how long I creating throwing grenades in the 2D game on Unity
Day 46, Sci-fi Adventure, Unreal Engine
As always, I'm looking for interesting mechanics related to various tools for the protagonist. I made a part of the prototype of gluing objects, but the gameplay related to this is not yet thought out
Found one of my first scripts for in the early days of familiarization with Blueprint and Unreal Engine 5 - the script prints the text in the texture that the light source displays. I was thinking of making a projector out of it
I create a blueprint to which can add different static meshes, materials and chaos settings for different types of glass, added a temporary animation from mixamo and hit logic with a field for chaos
I want to make an sonic instrument or ultrasound in the game like sonic screwdriver from Doctor Who
I'm still a beginner, so the implementation will be simple for now, I made Niagara, which will be projected onto the surface of the object, and then activate the force for chaos
There will be no firearms in the game and the hero will not be able to kill anyone, but there will be many different Sci-Fi devices for protection, for example create a short circuit for temporary stun
A couple of days ago I showed the implementation of a scanner based on Niagara and static mesh, I decided to make another variant that requires less resources and can be configured - to transfer random positions from a Spline
Step by step I study and experiment with Unreal Engine 5 and Niagara. I worked with Unity for 6 years, but I did not use the Particle System very skillfully. And I can't remember if I could so quickly reproduce there what I can in Unreal. For example, controlling particles by spline
I played a little with Niagara and Ribbon, made a draft of a visual scanner. Some objects will have entry zone for scanner launch, the particles get a link to the static mesh for random end points
I came up with a concept for collecting ore, a molecular collector. Install it on a stone, then heat the stone with a laser so that the collector absorbs the ore molecules
This option seems the simplest for me. I just changing the color or emission parameter of the material, the actor Create Dynamic Material in BeginPlay and implements the interaction Interface