UnrealScript Game Programming Cookbook
Archetypes and Prefabs 48 Right-click on the actor marked UTWeaponPickupFactory and then left-click on Create Archetype... to b ...
Chapter 2 49 Go back to the content browser and left-click on the newly created archetype, then press F4 to bring up its proper ...
Archetypes and Prefabs 50 Time to create our subarchetype. Back in the content browser, right-click on your archetype. One of t ...
Chapter 2 51 Your new subarchetype should appear in the content browser. Left-click on it, then hit F4 again to bring up its pr ...
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3 Scripting a Camera System In this chapter, we will be covering the following recipes: f Configuring the engine and editor for ...
Scripting a Camera System 54 A reference to the Camera class is being held in the PlayerController class, as well as the Pawn cl ...
Chapter 3 55 When creating new camera perspectives, it may be necessary to update or override some functionality within the Play ...
Scripting a Camera System 56 +EditPackages=Tutorial DefaultGame.ini [Engine.GameInfo] DefaultGame=Tutorial.TutorialGame DefaultS ...
Chapter 3 57 The WorldInfo_0 Properties dialog box should appear. Look for the Game Type tab, which will contain our Default Ga ...
Scripting a Camera System 58 Writing the TutorialCamera class With our game type in place, we now need to write the code for our ...
Chapter 3 59 I cannot overstate the importance of using the 'Log function when building code. It will save you an enormous amoun ...
Scripting a Camera System 60 PotentialCameraLocation is where we actually want the camera to be. The HitLocation and HitNorm ...
Chapter 3 61 We generally want to use the rotation of our target, in this case our pawn, so that we view the world as it would. ...
Scripting a Camera System 62 This is where our trace will come into play. We need to check and see if our potential camera loca ...
Chapter 3 63 Camera properties and archetypes With our Camera class in place, we now need to create a class for our publicly exp ...
Scripting a Camera System 64 The PawnSocketName variable is any socket located on the pawn. You can even create your own! For th ...
Chapter 3 65 Right-click on Camera to display the Create Archetype pop-up. Left-click to bring up the dialog box for archetype ...
Scripting a Camera System 66 Once you've hardcoded some values that seem to work for a new camera system (that is, third person) ...
Chapter 3 67 There's more... In the default properties for our Camera class, we listed the path to our camera archetype. Now tha ...
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