[UE] Bow Aim
목차
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 |
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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 |
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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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Player | BP_Player | ||
Sounds | S_BGM S_HitPunch S_OneHand_Hit |
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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 | DT_DoAction_Bow DT_Equip_Bow DT_HitData_Bow 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 |
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
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 Pressed와 Released를 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