Now that I have some big monsters running around, I need to keep them around. Normally all the information about a monster (size, position, plants on it, etc.) vanishes when the player leaves the level or quits the game. But I want to reproduce that monster later on! So I need to store the monster data somewhere that persists between level changes AND can be saved to disk for later use. This post goes over what data I needed to save and also discusses the hacks to get around some odd Unreal Engine 4 behavior regarding saving and loading.[Read More]
Three Kaiju Prototypes
About a year ago I thought it would be cool to create giant monsters that the player could climb up. The previous article talked about the climbing mechanics initial robot/IK algorithms that are required to drive the giant monsters. Since then I’ve prototyped several monster “types” and picked three that worked well. They are:
- A quadruped (turtle)
- An inchworm/snake
- A blob/ooze
Let’s look at each and see how they’re put together.[Read More]
Controlling Cantankerous Monster Robots
Physics Based Climbing for Characters in UE4
In the previous post I talked about modifying the standard Unreal Engine 4 Character component so that it could climb walls. It worked great for the static platforms and columns I had placed. I figured it would cool to climb up a swinging pendulum. Should be easy, right?
I just make a pile of blocks, make them physics objects hooked together with hinges, and I should be able to grab and climb them.
Well, not really.[Read More]
Making UE4 Characters Climb Convex Hulls
Recently I tried updating the Unreal Character so that it could freely climb on blocks. Many modern video games allow for climbing along specific ledges or handholds, but I wanted the character to climb along walls and blocks placed in various (some might say absurd) positions. I also wanted the character to do stuff in a reasonable way: climbing around corners, going over ledges, etc.
I fiddled with several methods to find and “attach” to nearby climbing walls but most of them were unreliable and/or kind of twitchy. When I found one that works pretty well I thought I would write it up here as a summary/reminder.[Read More]