[UE] Targeting, Parkour
파쿠르 게임플레이는 종종 액션이나 플랫폼 게임에서 게임플레이에 도전과 흥분을 추가하는 방법으로 사용된다. 일반적으로 플레이어가 건물, 옥상, 기타 구조물과 같은 장애물로 가득 찬 환경을 통과해야 하는 캐릭터를 제어하는 것을 포함한다.
목차
ABP: Animation Blueprint
AN: Blueprint Class AnimNotify
ANS: Blueprint Class - AnimNotifyState
AO: Aim Offset
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
WB: Widget Bluepprint
UE2212_02
Level - LEVEL ABP_Player BP_GameMode BF_Helper IDamage |
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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 |
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Materials |
MaterialLayers |
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M_UE4Man_Body M_UE4Man_ChestLogo |
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Mesh | SK_Mannequin SK_MAnnequin_PhysicsAsset Skel_Mannequin |
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Montages |
Around | Around_Montage | |
Bow | AR_DrawBow_Montage AR_ShootAndDraw_Montage |
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Common | HitReaction_Move_Montage HitReaction_Stop_Montage |
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Fist | Fist_Attack_1_Montage Fist_Attack_2_Montage Fist_Attack_3_Montage Fist_Hitted_Montage |
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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 |
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Sword | Draw_Sword_Montage Sword_Attack_1_Montage Sword_Attack_2_Montage Sword_Attack_3_Montage |
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Warp | Warp_Montage | ||
Enemy_DeadFall_Montage HitReaction_Montage |
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Textures | UE4_LOGO_CARD UE4_Mannequin__normals UE4_Mannequin_MAT_MASKA UE4Man_Logo_N |
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Weapons | Elven Bow | ||
Greate Hammer | |||
Sword |
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Component | EStateType MovingComponent StateComponent WeaponComponent FeetComponent TargetComponent |
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Effects | P_Cube_Mesh_Test P_Genno_Weapon_Lightning_01 |
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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 |
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Meshes | Cone_2 Cube_2 Cylinder_2 Sphere_2 |
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Notifies | ANS_Equip ANS_Combo ANS_Collision AN_BeginAction AN_EndAction AN_CameraShake |
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Parkour | EParkourArrowType EParkourType FParkourData ParkourComponent ParkourData |
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Player | BP_Player FZoomData |
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Sounds | S_BGM S_HitPunch S_OneHand_Hit |
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Textures | Crosshair | ||
Weapons |
Around | Around_FireBall Around_FireBall1 Around_IceBall Around_IceBall1 DT_DoAction_Around DT_Equip_Around DT_HitData_Around Skill_Around Weapon_Around |
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Bow | AO_Aim Curve_Aim DT_DoAction_Bow DT_Equip_Bow DT_HitData_Bow FAimData Skill_Aim Skill_Arrow Weapon_Bow |
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FireBall | DT_DoAction_FireBall DT_Equip_FireBall DT_HitData_FireBall Skill_FireBall Weapon_FireBall |
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Fist | Combo_Fist - Blueprint Class Actor Weapon_Combo 상속 CS_Fist DT_DoAction_Fist DT_Equip_Fist DT_HitData_Fist |
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Hammer | Combo_Fist - Blueprint Class Actor Weapon_Combo 상속 CS_Hammer DT_DoAction_Hammer DT_Equip_Hammer DT_HitData_Hammer |
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Sword | Combo_Sword - Blueprint Class Actor Weapon_Combo 상속 CS_Sword DT_DoAction_Sword DT_Equip_Sword DT_HitData_Sword |
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Warp | Weapon_Warp - Blueprint Class Actor Weapon 상속 DT_DoAction_Warp DT_Equip_Warp |
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EWeaponType FDoActionData FEquipData FHitData Weapon - Blueprint Class Actor Weapon_Combo - Blueprint Class Actor Weapon 상속 M_Weapon Skill |
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Widget | WB_CrossHair |
Targeting 수정
Target Component
Change Focus
- Change Focus 함수 생성
- 로컬변수 생성: Map (float, map(Character)), Key (float), Minimum (float), Candidate (Character)
Tick Targeting
- Tick Targeting 수정
- Branch Moving Focus : Moving Focus가 켜져있는지 확인.
- Set Moving Focus로 Moving Focus 꺼줌.
BP_Player
Event Graph
- Left_Target, Right_Target 입력 액션 추가
- Target Component를 검증한 후 Change Focus를 불러온다.
실행화면
Parkour
BP_Player
- Scene Component 추가 - Arrow Group으로 이름지음
- Arrow Group 안에 Arrow 여러개 만듬.
- Center, Ceil, Floor, Left, Right, Land 생성.
- ArrowGroup - Tag - Component Tags - 배열 엘리먼트 추가
- Arrows라 이름 지어줌.
- Trace
- Draw Debug - For One Frame
- Available Front Angle 60.0
- Data Tables - ParkourData 추가
Parkour Component
Blueprint Class - Actor Component - Parkour Component 생성
Event Graph
- 변수 생성:
- Component 카테고리
- ArrowGroup (Scene Component), State (State Component), Moving (Moving Component)
- Data Table 카테고리
- DataTable (Data Table), Datas (FParkour Data 배)
- Obstacles 카테고리
- HitObstacle, HitObstacle_Extent, HitObstacle_HitPoint, HitObstacle_HitDistance, HitObstacle_FrontYaw, HitObstacle_Backup
- Character (Character), Arrows (Arrow Component 배열), HitResults (Hit Result 배열)
- Component 카테고리
Get Arrow Component
Check Trace Center
Line Trace
- Line Trace 함수 생성 = 라인을 추적하는 함수
- 입력 파라미터 추가: In Parkour Arrow Type (EParkour Arrow Type)
E Parkour Arrow Type 생성
Blueprint - 열거 - E Parkour Arrow Type 생성
- Center, Ceil, Floor, Left, Right, Land
E Parkour Type 생성
Blueprint - 열거형 - E Parkour Type 생성
- Climb, Fall, Slide, Short, Normal, Wall, Max
F Parkour Data 생성
Blueprint - 구조체 - F Parkour Data 생성
- Type (EParkour Type), Montage(Anim Montage), PlayRatio (Float), Section (Name), MinDisatance (Float), MaxDistance (Float), Extent (Float), FixedCamera (Boolean)