Posts

Setting UserNames

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 Author: Najee Jackson Problem The player list only showed their laptop name whenever a player joined the server. This was confusing and made it hard to tell what players were in the game. It also made saving players' user names and data difficult, as the laptop name would change at the start of each session. Players who join have their laptop as the userName Solution To fix this, I researched Unreal's replication functions and how they work. This was a daunting task at first, as there was a lot to take in for multiplayer functionality, but after a day of research, I got an idea of how to do it. I first used Unreal's On Post Login event, which tells the server if a new player has joined. Using this, I could call a series of functions in the Playerstate and Gamemode to check if the player has been registered before and already has a valid username. Once these functions were called, I would get the controllers' PlayerState and check if the player's name was registered...

Hifra (Dragon Boss)

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 Author: Josiah Jones     This week while working on Hifra are boss I ran into a problem with her flying animation. Hifra fly's up when ever she loses 25% of her hp and then she shoots fire at the player. Instead what was happening was she would fly up but very glitch like she was changing between different animations and then she wouldn't attack and instead go back to the ground. After she would either sometimes attack and chase or she wouldn't do anything and just stare at you.     So I was not the only one working on this, but first to solve the problem I separated the the landing and fly processes into two different functions. But that didn't solve everything as I had to figure out where and when I wanted to call both functions. So first for the fly we made a delegate to call on when 25% hp was taken and a bool to let us know Hifra was flying. Then for landing I made a bool that let me know when she was done shooting fire and then ma...

Floating Damage

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 Author: Jymeer Wilkins Problem:  While working with the floating damage I had a problem with its transformation. I made a widget for the damage number and gave it an animation. In the animation the number's render opacity would go from zero to one back to zero, all while rising and growing. I then made an actor blueprint and gave it a static mesh. Under the static mesh, I added a widget component to hold the damage number widget. I also gave the static mesh a random mesh. I gave the static mesh physics so that I could make it bounce around. In the event graph of the actor, I added an impulse to the static mesh at random x, y, and z values so they wouldn't all show in the same  place.                                                                                   ...

Turret

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  Author: Xavier Williams A problem I had this week was making the turret item. The first problem was the model I wanted to use being imported as different pieces. Instead of having different static meshes in an actor, I found and used the modeling mode that is built into Unreal Engine to combine all the models. Next, there was a problem with the targeting. First, it seemed like it wasn't aiming at enemies properly, however, after testing it by having it aim at the player instead, i found that the barrel of the turret's model was not actually the front of the mode. After finding this, I added a -90 degree rotation to every rotation to the gun to make sure the barrel faced the target properly.

Slime Enemy

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 Author: Josiah Jones     Problem I had this week wasn't a big one, really just an annoyance that I was having trouble with. While making my slime enemy that splits up into smaller slime the Collider wouldn't move with the attack animation so either it wouldn't actually hit the player or it would cause double the damage to the player. I didn't really understand why because it shouldn't have been able to overlap with the player twice when turned on so I don't know how it did double damage.     The solution I came up with for this problem was I made it so my hit collider blocked the player so whenever I went and attacked one collider would overlap the other would push the player back. This solved my problem for double hitting but caused another for the smaller slimes. When the smaller slimes would hit the player or the player run over the smaller slimes the player was actually able to run on top of the slime, so I just changed the hit...

Power Up Item Descriptions

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 Author: Jymeer Wilkins Problem: So, the problem that I ran into was with the descriptions of the power up items. I wanted to make it to where when you pick up an item, a little menu would pop up with the description of the item and an image. I already pass in images and text for the item display menu, so that wasn't the part I struggled with. Whenever I picked up items, the menu would pop up with the description and the picture. There was an animation I made to make the menu fade away after a few seconds, but if I picked up too many items at one time, they would all overlap.                                              The heart description is overlapping causing menu                                              to get darker each time I pick up the item....

Dagger/flamethrower edits

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 Author: Parker Boyer   This week was hectic with work and outside events but with what i added the two that threw me off the most was getting the dagger and flamethrower reworked and fixed. First off with the throwing dagger i was able to base it off of my weapons script for easy implementation but couldn't figure out why the "bullet" was constantly a sphere even tho i had it set to the dagger model. As for the flamethrower it kept feeling like a rapid bullet spawning gun then actual flames and i needed to have a more realistic effect on it. First off the dagger problem ended up being a very very simple fix and also needed to add a spin to it but was worked on longer than needed because of bad communication i did not know there were changes to my weapons until a member told me they made a change by adding a new variable to the bullet models. As well as having to fix a socket on a weapon and got rid of blueprints that were hard to read and unnecessarily added to my weapon...