⭐ Unreal Engine/UE RPG Blueprint

[UE] Targeting, Parkour

Designerd 2023. 2. 9. 09:09

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
 
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
FeetComponent
TargetComponent
   
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
   
Parkour EParkourArrowType
EParkourType
FParkourData
ParkourComponent
ParkourData
   
Player BP_Player
FZoomData
   
Sounds S_BGM
S_HitPunch
S_OneHand_Hit
   
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
 
Bow AO_Aim
Curve_Aim
DT_DoAction_Bow

DT_Equip_Bow
DT_HitData_Bow
FAimData
Skill_Aim
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
   
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)

 

 

 

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)