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
mepem37 :: Mar.01.2016 :: HeroQuest, Unreal Engine :: No Comments »