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
Bow AR_DrawBow_Montage
AR_ShootAndDraw_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
 
Bow DT_DoAction_Bow
DT_Equip_Bow
DT_HitData_Bow
Skill_Arrow
Weapon_Bow

 
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
   

 

 

 

 

플레이어 카메라 시야각 조정

 

 


BP_Player

 

  • BP_Player - Pawn - Use Controller Rotation Yaw 체크
  • Character Movement - Character Movement (Rotation Settings) - Orient Rotation to Movement 체크 해제

 

Begin Play

 

 


 

실행화면

 

 

 


 

 

 

Bow와 Arrow 장착해제 수정

 

 


Weapon_Bow

 

<함수>

Equip

  • End_Equip
  • Unequip

Actions

  • DoAction
  • Begin_DoAction
  • End_DoAction

 

  • CreateArrow

 

 


End Equp

 

Unequip        (Bow와 Arrow 장착해제 구현)

  • Bow와 Arrow 장착해제
  • Bow를 등쪽으로 장착.
  • Arrow 없애줌
더보기
0 1 2 3
for(int i = 0; i<4; i++)
{
if( ==2)
Remove(2);
}

 

0 1 3

 

 

 

 

DoAction

 

 

BeginDoAction

 


 

실행화면

 

 

 


 

 

Aim 모션 만들기

 

 

 


AO_Aim 생성

 

Animation - Aim Offset 1D - Skel_Mannequin - AO_Aim 생성

 

 

 

 


 

Skel_Mannequin 슬롯 추가

 

  • 창 - 애님 슬롯 매니저 클릭하여 활성화 해준다.
  • 애님 슬롯 매니저 - 슬롯 추가 -  BowBody 추가

 

 


 

ABP_Character 수정

 

BowLayer

 

 


 

 

 

AR_ShootAndDraw_Montage 수정

 

  • 몽타주 - 슬롯을 BowBody로 변경

 

 

 

 

 

 

Aim 

 

 


 

Project Setting

 

  • 입력 - 액션 매핑 - SubAction 오른쪽 마우스 버튼 추가 

 

 

Weapon 수정

 

<함수>

Equip

  • Equip
  • Begin_Equip
  • End_Equip

Unequip

  • Actions
  • DoAction
  • Begin_DoAction
  • End_DoAction

Sub Action

  • Pressed
  • Released

 

Pressed, Released 함수 생성

 


 

 

Weapon Component 수정

 

Event Graph

  • SubAction에 관한 노드들
  • Pressed, Released 커스텀 이벤트를 만들어 Weapon에서 만든 Pressed와 Released 함수를 불러온다.   

 

BP_Player 수정

 

Event Graph > Action

  • SubAction 입력 액션 추가
  • Weapon Component의 PressedReleased를 매핑해준다.

 


 

Weapon_Bow

 

<함수>

Equip

  • End_Equip
  • Unequip

Actions

  • DoAction
  • Begin_DoAction
  • End_DoAction

Sub Action

  • Pressed
  • Released

 

  • CreateArrow

 


End Equp

 

Unequip 

 

 

Pressed

  • 변수로 설정한 Arrow(Skill Arrow)를 검증된 Get으로 변환한 후 유효한지 확인  
  • 유효하다면 Pressed 함수 콜

 

Released

 

 

 


 

Skill_Aim 생성

 

Blueprint Class - Actor - Skill - Skill_Aim 생성

 

Event Graph

ZoomIn

 

 


 

FAimData 생성

 

블루프린 - 구조체 - FAimData 생성

 

 

 

 


 

실행화면