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Opening new doors.

  • Writer: Kurtis McCammon
    Kurtis McCammon
  • Mar 15, 2021
  • 2 min read

Updated: Mar 22, 2021

After setting up the Repo I began working on Making doors that connected the player between the different levels and I began adding the base of the item creation system. I ran into a few issues getting started. One major issue I'm facing this week is trying to learn how to read Unreals event graphs and translate them into c++ code as most of the tutorials available are done in event graphs.

For the backbone of the item spawning, I have a way for the item to spawn itself, but as for knowing when to spawn itself, I am still waiting on an enemy that can die. Once I have that I'll be able to link the item spawn location to the death of an enemy. After that, I'll need a completed Player with the ability to change weapons so that I can actually change the player's equipment based on the item they pick up.

For doors, I have run into a major snag of trying to diagnose the issue with connecting two separate maps. If I link them with hard file paths it works fine, but any other way the engine will crash. I am also waiting on an enemy that can die for this as I need to know when all enemies are dead so that I can spawn the door. However, the crashing issue is currently more important.

I personally wish that more tutorials for unreal were done using c++ as translating event graphs is not always that simple. Some event graphs functions are several functions bundled together and require that I go sifting through the documentation trying to hunt down the function so that I know what it's actually doing.


For next week I have high hopes and confidence that I will have doors fully functional and the item spawning system skeleton built. I also will begin working on adding the artifact and rarity systems. This will hopefully be just adding a few tables and adjusting values.


 
 
 

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