ANI210 Weeks 2 and 3

Week 2 Basics of Unreal

the first week I was present for in this unit was week 2. During this week I was introduced to Unreal engine. I was tasked to build a basic house in the walking game file using the box brush in unreal found under the geometry tab.

through the brush settings I learned how to change the height, width, and depth the of the box brush box the default is 200cm. as well as the ability to hollow it. by making it hollow the interior of the box would become empty like a room you can also change the thickness of the walls the default is 10cm.

After setting the size and shape of your brush you need to select the brush type either additive or subtractive.

The brush type additive means that it adds geometry to any other brush where as subtractive takes geometry from other brushes. This allows you to add windows and doors to your house.

ADDITIVE
SUBTRACTIVE

Other points to consider when building in unreal are to always work with whole numbers with measurements.

Using these skills I managed to create a small house and then moved on to create a previs of my groups final project the assylem.

Week 3 Coding

This week I was introduced to basic coding in triggering doors to open when you get close enough. The first step is to create a blueprint. This is done by clicking the blueprints tab at the top and selecting “new empty blueprint class”. When you click this you will be prompted to select a parent class, select actor. when the next window appears make sure the blueprints tab is selected and name it.

After creating a blueprint a new window will appear this is where you will create the door. To begin click the ADD COMPONENT button in the top left hand corner and use the search to find the “box collision” component. After selecting it the small sphere (root) should become enclosed in a box. after this you will want to add another component called “cube” and a solid white cube should appear. Move this cube so you can see the root clearly.

then set the cube to the appropriate detentions of a door using the transform options.

The next step is to go to the event graph and begin filling in the stages to get the door to open.

the first thing you should do is delete the two boxes called “event Actor begin overlap” and “Event Trick” you will not need them. you should then select your cube component and drag it onto the event graph. then select the blue node and drag it out let go and find “Get relative transform” when this is done the cube will be connected to a green box labeled. right click the orange “return value” and then select “promote to variable” this will create an orange transform box labeled “SET” you will want to connect this to the original “Event begin play”. the end result should look like this.

You will then want to revisit you components and right click on “box” select add event and click “add on component begin overlap” and a new red box should appear. you will then want to repeat the process but instead click “add on component end overlap”. Then you should drag out from the white arrow from “begin overlap” and release then look for “timeline” once found the begin overlap box should be connected to the play on a yellow box labeled “timeline”. You should then connect the end overlap box to the reverse on the timeline. After these steps you should then double click on the timeline. After doing this you will be taken to a new page. On this new page you then click on the f symbol in the top left corner. This will create a new float on the time line box after doing this return to the event graph. The event graph should look like this.

The next step is to drag out from the new float and look for “lerp (transform)”. the next step is to go to the left hand column and under variables you should find an orange tab called “NewVar_0” right click this and duplicate it the new tab will be called “NewVar_1”. Drag both of these tabs into the view port. Connect “NewVar 0” to the A tab on lerp and “NewVar 1” to the B tab on lerp. The last step in creating the event graph is to drag the return value of the lerp out and look for “set relative transform (cube)” and with the appearance of the blue box connect it to the update on the timeline. the final graph should look like this.

you should then return to the previous timeline page and right click anywhere on the timeline and click “add key to curve float_0” and a small dot should appear on the timeline this is called a curvefloat. Set the time and value of it to 0. Then repeat to create a new curvefloat but set the time of this new one to something new as this will set the time in seconds it takes for your door to open but set the value to 1. You should then compile to save everything you have done as it is necessary to move to the next step.

Go back to your event graph and select NewVar 0. In the right hand column under default Value there should be a drop down menu called “New Var 0” set the location rotation and scale to the same as what is seen on the view port page. For New Var 1 set the the location, rotation and scale to where you want you door to be when opened. click compile to save and minimize the window. In the content browser under blueprints you will find your door. Drag it onto the screen and test it.