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Archive for March, 2016 (2016/03)

UMG Widgets, Blueprints <-> C++, Turn Menu

Background

UE4 supports three different standard ways to do a 2D GUI

Camera, Input, Turn, Marker, Highlighter

I implemented a few updates to get some of the basic game behavior systems working.

The camera uses a custom class that extends APawn (I read the Strategy Game example project does this, although I looked more at Player-Controlled Cameras in C++ Programming Tutorials).  So rather than move the camera directly, we move an invisible pawn.  The custom pawn has a UCameraComponent (which follows the invisible player) and a USpringArmComponent (which can adjust the camera’s view of the invisible player).  There