Overview The base drone model is a skeletal mesh with two material slots, 10 bones and 4 sockets. It is located at “/Content/AssetCollection/AF_Ltd_objects/SK_Drone”. All Drone animations can be found in “Content/AssetCollection/AF_Ltd_objects/Animations/Drone” and all material vatiations in “Content/AssetCollection/AF_Ltd_objects/Materials/DroneMaterial/NewDroneMaterialVariations/Materials Materials There are two drone material variations for the drone body. The main one is “MI_DirtyDroneGreen” which isContinue reading “Adventure Fitness VR Drone Documentation”
We released a youtube video showing a preview of gameplay from our upcoming Norway map! It features some intense new obstacle types that will present a unique challenge and amp up the heart rate of those trying out the course. Check it out here!
Levels Of Detail or HLOD is a method of combining multiple static meshes into a larger, simpler proxy mesh that will display at distances far away from the camera.
I reached that dreaded moment where our perforce server hit its maximum limit. Even when trying to obliterate some directories from our depot, I was getting hit with the reply: The filesystem ‘P4ROOT’ has only 2G free, but the server configuration requires at least 2G available. P4Configure to change this file size requirement did notContinue reading “Clearing Space On Perforce”
TargetSpawner is a set-up for spawning scripted patterns of actors, for use in challenges or other gameplay. TargetSpawner is an abstraction – it doesn’t specify the type of actor that is spawned and could be used make various types of gameplay with a common scripting format. BP_TargetSpawner is the blueprint class used for this, butContinue reading “TargetSpawner – scripting spawning patterns of actors”
BP_HandprintComponent, MPC_Handprint and MF_Handprint are the main elements of the hand location highlighting sytem. BP_HandprintComponent BP_HandprintComponent is a scene component that should be added as a child to each hand of the player pawn. It has an editable bool parameter called IsLeft, which should be true for the left hand and false for the right.Continue reading “Handprint highlight material and component”
This document explains our procedural level system called RouteMgr. It is divided into three sections: an overview, how to use it, and troubleshooting. Overview Assets The RouteMgr “system” consists of a few different actors and a specific way of setting up levels and sublevels. BP_RouteMgr is an actor that must be placed in a persistentContinue reading “RouteMgr procedural level streaming”
I’m going to cover the functions of the player character, including my custom arm swing implementation, the climb up, the BPI climbable interface and how it fits into the player pawn and it’s parent. Plus some other smaller related things. Arm swinging The arm swing starts in begin play, I just set the movement modeContinue reading “VR Runner Character”
This document describes the use and construction of these components. At the top I will give examples on how to place them and adjust settings and below that I will discuss their construction. Placing the components Vertical Wall Climb You can adjust the height of the vertical wall climb by moving the top spline pointContinue reading “VR Runner Procedural Level Components”
This will be a quick and dirty way to do this integration, so to keep everything clean from the main project: Go to Epic Marketplace and add “Advanced Locomotion System v4” to your library. Then create a project with it. After the initial setup migrate or import your CC3 char onto theContinue reading “Tutorial – Integrating CC3 character to Advanced Locomotion System v4.”