Developer Log
The Climb Tech
What am I working on?
I am working on building a level that uses wall climbing with a button to stay attached.
The level takes place inside a burning building and its your job to save everyone
Note: I am Going to Post Images after the Log so people don't have to scroll too much just to read
I don't consider myself good with blueprinting, so everything that I am working on will be a new experience for me
I started my adding my inputs for the game. Afterwards, I made a new collision in Unreal. It is called trace, the reason I did this is because it would make asset placement easier. the other way i can think of it making multiple blueprints where the player grabs the object. but i believe i would have had to make multiple points for the player to grab. At least with the trace collision I can set it to any object in Unreal
Walking:
Under engine in inputs you can see what buttons are mapped to abilities, you can play around with it later, but now lets just keep “space” as jump and “WASD” as move. Forward input is also back and right input is left as well. The lower max acceleration is set the longer it takes for the character to get to their max speed, can be useful for a racing game. I Can change max speed on the character mesh. Gravity is a characters weight and how fast they fall, this can be set to negative and when character falls off level they get sent upwards
Walking blueprint is same as UE example
Jumping:
At the moment my jump blueprint is the default blueprint however I need to play around with the movement settings and do some research to see what kind of jump I want from the character. I changed the gravity on the Player Jump so it won't feel so light.
Grab Mechanic:
I originally thought that I needed to make multiple blueprints to do the grab/ climb, however, Unreal lets you make collision, so that any object can be set as a grab able ledge. To do this you do need to blueprint, the blueprint however checks to see if the collision is in front of you and how high up until the collision disappears. The grab mechanic works however the character can move and they will stay in the air.
When changing the blueprint to have the input it would teleport the character to the closest ledge will become super buggy when changing the custom event to a button event. Character will teleport to the closest ledge, when starting the game you can go under the platform. As well as the character being sideways at some times
I am working on building a level that uses wall climbing with a button to stay attached.
The level takes place inside a burning building and its your job to save everyone
Note: I am Going to Post Images after the Log so people don't have to scroll too much just to read
I don't consider myself good with blueprinting, so everything that I am working on will be a new experience for me
I started my adding my inputs for the game. Afterwards, I made a new collision in Unreal. It is called trace, the reason I did this is because it would make asset placement easier. the other way i can think of it making multiple blueprints where the player grabs the object. but i believe i would have had to make multiple points for the player to grab. At least with the trace collision I can set it to any object in Unreal
Walking:
Under engine in inputs you can see what buttons are mapped to abilities, you can play around with it later, but now lets just keep “space” as jump and “WASD” as move. Forward input is also back and right input is left as well. The lower max acceleration is set the longer it takes for the character to get to their max speed, can be useful for a racing game. I Can change max speed on the character mesh. Gravity is a characters weight and how fast they fall, this can be set to negative and when character falls off level they get sent upwards
Walking blueprint is same as UE example
Jumping:
At the moment my jump blueprint is the default blueprint however I need to play around with the movement settings and do some research to see what kind of jump I want from the character. I changed the gravity on the Player Jump so it won't feel so light.
Grab Mechanic:
I originally thought that I needed to make multiple blueprints to do the grab/ climb, however, Unreal lets you make collision, so that any object can be set as a grab able ledge. To do this you do need to blueprint, the blueprint however checks to see if the collision is in front of you and how high up until the collision disappears. The grab mechanic works however the character can move and they will stay in the air.
When changing the blueprint to have the input it would teleport the character to the closest ledge will become super buggy when changing the custom event to a button event. Character will teleport to the closest ledge, when starting the game you can go under the platform. As well as the character being sideways at some times
Started continuing the grab to ledge mechanic because it is going to be larger than I thought, and I need to get rid of the glitches from it somehow
So far a failure, the character doesn’t stay on the ledge anymore when I played with the blueprint, when I put it back the way I made it the character falls to the ground
So far a failure, the character doesn’t stay on the ledge anymore when I played with the blueprint, when I put it back the way I made it the character falls to the ground
put in animation so that he is hanging
added climb up
character wont jump again after climb up
climb up ledge uses animation to move character to the spot
added climb up
character wont jump again after climb up
climb up ledge uses animation to move character to the spot
Eliminated side to side movement when grabbing a ledge
Body still doesn’t stop flying after climbing up
I put two climbs to work when jumping towards the ledge, and it works a bit better than just the one, however still buggy
Found another video that actually explains what to do but still does not work. It might be an unreal update problem
I most likely have to use multiple blueprints to get this to work, as for now ill see how far I can go with this
Adding side movement on character when on ledge
Not working, character won’t move, may be because of the code that stops it if it is hanging
I put a delay on the set movement for flying to transition into the walking on the top. I need to play around with timing to get it perfect
Started to see if I can get the button to work for the grab and it caused the climb to mess up, I couldn’t salvage it
Reloaded Save File and fixed it. Reason why it glitched is because my hips to ledge was too low and the character would clip inside the object
I was curious to see if I could get the button to work for grab, so I added two booleans, under IsClose and InAir. IsClose is useless, but adding InAir to the end of the climb and having it on for the ledge grab
the ledge grab button has a small window when jumping far away. I need to find away to let the player hold down the button. or increase size of grab range
Body still doesn’t stop flying after climbing up
I put two climbs to work when jumping towards the ledge, and it works a bit better than just the one, however still buggy
Found another video that actually explains what to do but still does not work. It might be an unreal update problem
I most likely have to use multiple blueprints to get this to work, as for now ill see how far I can go with this
Adding side movement on character when on ledge
Not working, character won’t move, may be because of the code that stops it if it is hanging
I put a delay on the set movement for flying to transition into the walking on the top. I need to play around with timing to get it perfect
Started to see if I can get the button to work for the grab and it caused the climb to mess up, I couldn’t salvage it
Reloaded Save File and fixed it. Reason why it glitched is because my hips to ledge was too low and the character would clip inside the object
I was curious to see if I could get the button to work for grab, so I added two booleans, under IsClose and InAir. IsClose is useless, but adding InAir to the end of the climb and having it on for the ledge grab
the ledge grab button has a small window when jumping far away. I need to find away to let the player hold down the button. or increase size of grab range