Around 피격 구현

ABP: Animation Blueprint
AN: Blueprint Class AnimNotify
ANS: Blueprint Class - AnimNotifyState

BP: Blueprint Class
BS: Blend Space

BF: Blueprint Function Library
CS: Matinee Camera Shake
E: Enum 열거형
DT: Data Table
F: 구조체

I: Blueprint Interface

 

UE2212_02

  Level - LEVEL
ABP_Player
BP_GameMode
BF_Helper
IDamage
 
AdvancedMagicFX12
Materials  
Meshes  
Particles  
Textures  
Character Animation Bow
Common
Fist
Hammer
Parkour
Sword
Unarmed
Wizard
BlendSpaces BS_Bow
BS_Fist
BS_Hammer
BS_Sword

BS_Unarmed
BS_Wizard
Materials

MaterialLayers
M_UE4Man_Body
M_UE4Man_ChestLogo
Mesh SK_Mannequin
SK_MAnnequin_PhysicsAsset
Skel_Mannequin

Montages
Around Around_Montage
Common HitReaction_Move_Montage
HitReaction_Stop_Montage
Fist Fist_Attack_1_Montage
Fist_Attack_2_Montage
Fist_Attack_3_Montage
Fist_Hitted_Montage
Hammer Frank_RPG_2Hand_Combo01_1_Montage
Frank_RPG_2Hand_Combo01_2_Montage
Frank_RPG_2Hand_Combo01_3_Montage
Frank_RPG_2Hand_Combo01_4_Montage
Sword Draw_Sword_Montage
Sword_Attack_1_Montage
Sword_Attack_2_Montage
Sword_Attack_3_Montage
Warp Warp_Montage
Enemy_DeadFall_Montage
HitReaction_Montage
 
Textures UE4_LOGO_CARD
UE4_Mannequin__normals
UE4_Mannequin_MAT_MASKA
UE4Man_Logo_N
Weapons Elven Bow
Greate Hammer
Sword
Component EStateType
MovingComponent
StateComponent
WeaponComponent
   
Effects P_Cube_Mesh_Test
P_Genno_Weapon_Lightning_01
   
Enemies BP_Enemy    
Environment
Materials Textures  
Meshes    
Obstacle    
InfinityBladeEffects
Effects
FX_Combat_Base  
FX_Materials  
FX_Meshes  
FX_Monsters  
FX_Textures  
FX_Textures_IB  
Masters  
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 ANS_Equip
ANS_Combo
ANS_Collision
AN_BeginAction
AN_EndAction
AN_CameraShake
   
Player BP_Player    
Sounds S_BGM
S_HitPunch
S_OneHand_Hit
   

 
Weapons
Around Around_FireBall
Around_FireBall1
Around_IceBall
Around_IceBall1
DT_DoAction_Around
DT_Equip_Around
DT_HitData_Around
Skill_Around
Weapon_Around
 
FireBall DT_DoAction_FireBall
DT_Equip_FireBall
DT_HitData_FireBall

Skill_FireBall
Weapon_FireBall
 
Fist Combo_Fist - Blueprint Class Actor Weapon_Combo 상속
CS_Fist
DT_DoAction_Fist

DT_Equip_Fist
DT_HitData_Fist
 
Hammer Combo_Fist - Blueprint Class Actor Weapon_Combo 상속
CS_Hammer
DT_DoAction_Hammer
DT_Equip_Hammer
DT_HitData_Hammer

 
Sword Combo_Sword - Blueprint Class Actor Weapon_Combo 상속
CS_Sword
DT_DoAction_Sword
DT_Equip_Sword
DT_HitData_Sword
 
Warp Weapon_Warp -  Blueprint Class Actor Weapon 상속
DT_DoAction_Warp

DT_Equip_Warp
 
EWeaponType
FDoActionData
FEquipData
FHitData
Weapon - Blueprint Class Actor
Weapon_Combo - Blueprint Class Actor Weapon 상속
M_Weapon
Skill
   

 

 


 

DT_HitData_Around 생성

 

 


 

 

Skill_Around 수정

 

Event Graph

Zoom In

 


 

실행화면

 


 

 

 

 

 

 

 

 

Fire Ball 만들기

 


 

DT_Equip_FireBall, DT_DoAction_FireBall, DT_HitData_FireBall 생성

 

DT_Equip_FireBall.csv

 

DT_DoAction_FireBall.csv

 

DT_HitData_FireBall.csv

 


 

FireBall_Montage 생성

 

  • Hand_R에 소켓 추가 -  Hand_FireBall  생성
  • Relative Location을 손의 위치에 잘 맞게 조절
  • UpperBody로 변경
  • Begin_Action, End_Action 키값 주기

 


 

BP_Player 입력 액션 추가

 

Event Graph > Action

 


 

ABP_Character 캐시 포즈 추가

 

AnimGraph

 


 

 

Skill_FireBall 생성

 

  • ProjectileMovement 생성
  • ProjectileMovemnet - Initial Speed 1500.0으로 설정

 

 

 발사체의 속도 = Initial Speed x  Velocity

 

여기서는 1500.0 x (x방향 1, y방향 0, z 방향 0) = x방향으로 1500 속도로 발사 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Event Graph

추후 추가 코드. 파이어볼 방향 추가. 파이어볼 피격 추가
  • Projectile Movement - Activation - Auto Active 체크 해제
  • Custom Event - Shoot 커스텀 이벤트 생성
  • 커스텀 이벤트 Shoot 입력에 InDirection(vector) 생성
  • On Component Overlay Begin: 상대방이 FireBall을 맞았을 때 피격을 구현하는 부분
    • Skill_Around의 Damaged 커스텀 이벤트 부분을 수정해서 사용.

 


 

Weapon_FireBall 생성

 

Begin Do Action

추후 추가 코드. Skill_FireBall에서 만든 커스텀이벤트 Shoot을 불러온다.

 

Do Action

 


 

실행화면