#indiegame #UE5 #ControlRig #animation #devlog
#indiegame #UE5 #ControlRig #animation #devlog
I finished adding multiplayer replication to my building system. Item data is driven by a DataTable, placement is server-authoritative, and clients sync via RepNotify using only item IDs and transforms, keeping everything efficient and in sync.
I finished adding multiplayer replication to my building system. Item data is driven by a DataTable, placement is server-authoritative, and clients sync via RepNotify using only item IDs and transforms, keeping everything efficient and in sync.
headers only need this “promise” when storing pointers or references, while the .cpp includes the full header so the compiler knows the class details when compiling function logic.
headers only need this “promise” when storing pointers or references, while the .cpp includes the full header so the compiler knows the class details when compiling function logic.
Concepts covered:
Enhanced Input for movement
Forward declarations
Components
Today’s toughest concept was forward declarations.
I’ve shared my current understanding in the reply below.
Concepts covered:
Enhanced Input for movement
Forward declarations
Components
Today’s toughest concept was forward declarations.
I’ve shared my current understanding in the reply below.
Concepts covered:
Overloading Variables and Functions
Templated Functions
Exposing Variables and Functions to Blueprint
Custom Header Files
DefaultSubObjects
UPROPERY Specifiers
Concepts covered:
Overloading Variables and Functions
Templated Functions
Exposing Variables and Functions to Blueprint
Custom Header Files
DefaultSubObjects
UPROPERY Specifiers
I set up the gameplay recording and playback systems, but integrating multiple ghost clones proved more difficult than expected. I underestimated the complexity of storing ghost data, making my system convoluted. I plan to revisit this at a later date
I set up the gameplay recording and playback systems, but integrating multiple ghost clones proved more difficult than expected. I underestimated the complexity of storing ghost data, making my system convoluted. I plan to revisit this at a later date
Been working on figuring out the main mechanics of my project. I successfully recreated a recording of gameplay movements, and I am now working on recording the player's actions when they click an object.
Been working on figuring out the main mechanics of my project. I successfully recreated a recording of gameplay movements, and I am now working on recording the player's actions when they click an object.
After finalizing the layout, I put in all the assets. Finished set dressing and finalized the lighting. This is the final result.
www.youtube.com/watch?v=IMSn...
After finalizing the layout, I put in all the assets. Finished set dressing and finalized the lighting. This is the final result.
www.youtube.com/watch?v=IMSn...
In addition, I have been working to replicate the Pikmin-style camera. Overall, I am pleased with this initial review. I need to make it a stationary orthographic camera that moves with the player.
In addition, I have been working to replicate the Pikmin-style camera. Overall, I am pleased with this initial review. I need to make it a stationary orthographic camera that moves with the player.
After reviewing my studies, I revised my map design to include recessed areas leading to elevated spaces for player exploration. This change addressed the previous design's overly open feel, better aligning it with the Pikmin aesthetic.
After reviewing my studies, I revised my map design to include recessed areas leading to elevated spaces for player exploration. This change addressed the previous design's overly open feel, better aligning it with the Pikmin aesthetic.
Orange: Map outline.
Red: Elevated Areas
Green: Ramps
Orange: Map outline.
Red: Elevated Areas
Green: Ramps