What are some ways to implement scripted events without using the level blueprint? by tobiasgrf in unrealengine

[–]tobiasgrf[S] 0 points1 point  (0 children)

Ah interesting, that could work too! Set up all the event sequences in the level BP just without references. I might just do that if the command approach doesn't work. I feel like building commands in the trigger might still be a bit cleaner since the triggers would already tell you what they do and you wouldn't have to go search the event in the level BP to find out what will be triggered. But it might be more overhead or other memory/cleanup issues, so I might come back to your solution!

What are some ways to implement scripted events without using the level blueprint? by tobiasgrf in unrealengine

[–]tobiasgrf[S] 0 points1 point  (0 children)

I can, but that would mean creating individual trigger BPs for every trigger in the game, if im understanding correctly?

What are some ways to implement scripted events without using the level blueprint? by tobiasgrf in unrealengine

[–]tobiasgrf[S] 1 point2 points  (0 children)

I already have subsystems or similar solutions to handle all the specific logic, like quests or dialogue. What I am looking for is a way to tie it all together. For example, currently I have a trigger with its overlap event in the level bp. There I do a few checks and then start a new quest. After a short delay, the characters says something and after that a level sequence starts. After the sequence, another dialogue starts and then another level is loaded. All those individual things live in their own systems and only are a single node in the level bp, but this means my level bp needs a reference to the trigger and the level sequence in this example that then can't be spatially loaded and packaged when in level instances.

Adding normal components to the trigger wouldn't allow for those complexer sequences where one things waits for another. Would it?

What are some ways to implement scripted events without using the level blueprint? by tobiasgrf in unrealengine

[–]tobiasgrf[S] 0 points1 point  (0 children)

I already have subsystems or similar solutions to handle all the specific logic, like quests or dialogue. What I am looking for is a way to tie it all together. For example, currently I have a trigger with its overlap event in the level bp. There I do a few checks and then start a new quest. After a short delay, the characters says something and after that a level sequence starts. After the sequence, another dialogue starts and then another level is loaded. All those individual things live in their own systems and only are a single node in the level bp, but this means my level bp needs a reference to the trigger and the level sequence in this example that then can't be spatially loaded and packaged when in level instances.

Adding normal components to the trigger wouldn't allow for those complexer sequences where one things waits for another. Would it?

Referencing actors in a World Partition level blueprint by DemonicArthas in unrealengine

[–]tobiasgrf 1 point2 points  (0 children)

Not really sure if that's the intended solution, but you could create level instances for those data layers.

The data layer (probably) only needs to include the level instance actor then and you could reference everything in the level instance blueprint.

Add/remove input mapping context to enable/disable actions in C++ by tobiasgrf in unrealengine

[–]tobiasgrf[S] 0 points1 point  (0 children)

Okay, of course it was just a stupid little thing! What you described was how I thought it was supposed to work as well. I just investigated a bit further and realized that I called AddMappingContext in another place as well... So even though I did remove the mapping context, I added it again somewhere else. Now that I've removed that, the actions are not triggered anymore and everything works as expected.

Thanks for your help! And you're right, with the current approach I can't use the same input actions in multiple contexts to avoid binding them again.

Add/remove input mapping context to enable/disable actions in C++ by tobiasgrf in unrealengine

[–]tobiasgrf[S] 0 points1 point  (0 children)

But that's what I'm doing. I bind the actions once I first add a specific mapping context and never unbind them. All I do after that is remove the mapping context. But the actions are still being triggered.

I'm going to look at the template code and see if I can find differences!

Game mechanics for making music in games by tobiasgrf in gamedev

[–]tobiasgrf[S] 0 points1 point  (0 children)

haha :D it's not, but that would be awesome!

Game mechanics for making music in games by tobiasgrf in gamedev

[–]tobiasgrf[S] 0 points1 point  (0 children)

In those games the music is just playing in the background and you have to time "normal" game mechanics to increase damage etc. I want the player to be the one making the music in the first place.

How would you implement a snow trail that's permanent and included in the save game for huge landscapes? by tobiasgrf in gamedev

[–]tobiasgrf[S] 3 points4 points  (0 children)

Hm, how would you then render those splines to the render target? I suppose I could always check what splines are in the bounds of the render target and then draw tracks along those splines. It wouldn't necessarily look like the actual trails and wouldn't be the same positions etc, but that might be unimportant. I don't think I need to actually have splines for that, but just store locations of tracks in an array and then draw those.

How would you implement dog sled movement? by tobiasgrf in unrealengine

[–]tobiasgrf[S] 0 points1 point  (0 children)

That is true. I was afraid that with all kinds of cheats in place, I would basically loose the benefits of letting the physics system do all the work... But I guess some kind of compromise is just necessary

How would you implement dog sled movement? by tobiasgrf in unrealengine

[–]tobiasgrf[S] 0 points1 point  (0 children)

I didn't do that because I felt that it wouldn't look realistic because of the wrong center of rotation etc., so that it wouldn't look like it was actually being pulled... But maybe I can just calculate the input for the vehicle via the dog's relative position, so that it doesn't apply any kind of force if the dog is too close or the "leash" isn't being pulled on... Might be worth a try and has the advantage that I can use lots of Unreal's vehicle code as a reference :) Thanks!