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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