목차

     

     


     

     

    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