목차

     

     


     

     

    무기

    BP: Blueprint Class

    BS: Blend Space

    ABP: Animation Blueprint

    AN: Blueprint Class AnimNotify

    ANS: Blueprint Class - AnimNotifyState

    E: Enum 열거형

     

    UE2212_01

    01_Blueprints Level - LEVEL
    BP_01_Variable
     
    02_Player 02_Player - LEVEL
    ABP_Player

    BP_Player
     
    03_Vector 03_Vector - LEVEL
    03_Vector_Trace - LEVEL
    BP_03_01_Location
    BP_03_02_Direction
    BP_03_03_Trace
     
    04_Sword BP_Sword  
    05_Collision 05_Collision - LEVEL
    BP_05_01_ActorOverlap
    BP_05_02_ComponentOverlap
    BP_05_03_OverlapAndHit
     
    06_Enemy ABP_Enemy
    BP_Enemy
     
    Character Animation Common
    OneHand
    Unarmed
    BlendSpaces BS_Sword        
    BS_Unarmed
    Materials

    MaterialLayers
    M_UE4Man_Body
    M_UE4Man_ChestLogo
    Mesh SK_Mannequin
    SK_MAnnequin_PhysicsAsset
    Skel_Mannequin
    Mixamo Alpha_Body_MAT
    Alpha_Joints_MAT
    Standing_Taunt_Battlecry
    Y_Bot
    Y_Bot_PhysicsAsset
    Y_Bot_Skeleton
    Montages Enemy_DeadFall_Montage
    HitReaction_Montage
    Sword_Attack_1_Montage
    Sword_Attack_2_Montage
    Sword_Attack_3_Montage
    Textures UE4_LOGO_CARD
    UE4_Mannequin__normals
    UE4_Mannequin_MAT_MASKA
    UE4Man_Logo_N
    Weapons Sword
    Materials M_Mesh
    M_White_Inst
    M_Red_Inst
    M_Green_Inst
    M_Blue_Inst
    M_UE4Man_Body_Inst
    M_UE4Man_ChesLogo_Inst
     
    Meshes Cone_2
    Cube_2
    Cylinder_2
    Sphere_2
     
    Notifies AN_Begin_Equip
    AN_Begin_Unequip
    AN_Begin_Action
    AN_End_Equip
    AN_End_Unequip
    AN_End_Action
    AN_End_Dead
    ANS_Combo
    ANS_Collision
     

     

    UE2212_02

      Level - LEVEL
    ABP_Player
    BP_GameMode
     
    Component EStateType
    MovingComponent
    StateComponent
    WeaponComponent
     
    Character Animation Common
    OneHand
    Unarmed
    BlendSpaces BS_Sword        
    BS_Unarmed
    Materials

    MaterialLayers
    M_UE4Man_Body
    M_UE4Man_ChestLogo
    Mesh SK_Mannequin
    SK_MAnnequin_PhysicsAsset
    Skel_Mannequin
    Montages Enemy_DeadFall_Montage
    HitReaction_Montage
    Sword_Attack_1_Montage
    Sword_Attack_2_Montage
    Sword_Attack_3_Montage
    Textures UE4_LOGO_CARD
    UE4_Mannequin__normals
    UE4_Mannequin_MAT_MASKA
    UE4Man_Logo_N
    Weapons Sword
    Materials M_Mesh
    M_White_Inst
    M_Red_Inst
    M_Green_Inst
    M_Blue_Inst
    M_UE4Man_Body_Inst
    M_UE4Man_ChesLogo_Inst
     
    Meshes Cone_2
    Cube_2
    Cylinder_2
    Sphere_2
     
    Player BP_Player  
    Weapons EWeaponType
    Weapon
     

     

     

     

    • 무기 어빌리티 만들기
      • 무기
      • 어빌리티
      • 파쿠르, 회피동작
      • 적 타겟팅
      • IK
    • 무기관리
      • UI
      • 관리시스템 만들기

     

     


    이벤트 디스패처

     

    이벤트 디스패처

     

    Player -> State 이벤트 디스패처 -> Player, Enemy, ...


     

    캐릭터/무기/아이템/인터페이스 구조

     

    무기/아이템/인터페이스 구조

    Character Weapon Component Weapon
    Player
    Monster
    Oak
    Boss
    SetSwordMode() Fist
    Sword
    Hammer
    Axe
    • 관점 지향(AOP) 구조

     

     


     

    프로젝트 세팅 - Export, Import

     

    Export

     

    Import

     


     

    BP_GameMode

     

    • Class Default - Classes - Default Pawn Classes - BP_Player로 설정

     

    • 언리얼 프로젝트 세팅 - 맵 & 모드 - Default Modes - 기본 게임모드 -  BP_GameMode 로 설정

     

    Moving Component 생성

     

    Blueprint Class - Actor Component - Moving Component 생성

     

    CanMove 변수 생성

     

    IsCanMove

     

    Move

    • CanMove를 체크하여 움직이는 상태

     

    Stop

    • CanMove를 체크 해제하여 멈춘 상태

     


     

    EStateType 생성

     

    Blueprint - Enumeration 열거형 - EStateType 생성

     

     


     

     

    StateComponent 생성

     

    Blueprint Class - Actor Component - StateComponent 생성

     

    Type 변수 생성

     

    IsIdleMode

    • Pure를 체크하여 return 전용으로 만들어준다.

     

    SetIdleMode

     

    IsEquipMode

     

    SetEquipMode

     

    ChangeType

     


     

    EWeaponType 생성

     

    Blueprint - Enumeration 열거형 - EWeaponType 생성

     


     

    WeaponComponent 생성

     

    Blueprint Class - Actor Component - WeaponComponent 생성

     

    ChangedType

     

    IsUnarmedMode

     

    SetUnarmedMode

     

     

     


     

    Weapon 생성

     

    Blueprint Class - Actor - Weapon 생성

     


     

    BP_Player

     

    BP_Player(셀프)

    •  BP_Player(셀프) -  Pawn - Auto Possess Player - Disable로 설정

    • Character Movement - Character Movement: Walking - Max Walk Speed - Default값인 600으로 설정.

     

    Moving

     

    Look

     

     


     

    실행화면

     

     

     

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