Second Iteration - ABR (Always Be Refactoring)
Well, it sounds like a bad idea, but it's not. One day prior to uploading a first, incomplete, untested version, I decided I need to rewrite all the code from the blueprint that moves the character.
Here's why:
At some point in september, I started using a plugin called PathFollow for UE4 (you can find it Path Follow by Cooper)
I loved the idea I could swing you around in VR like it was a rollercoaster, full of twitsts and turns. Eventually, I dropped this idea and stick with lineal forward movement.
Then I ran into a problem because I needed to sync what was happening in UE4 to the song, and at first, I set up a Speed system which enabled me to sync it to the song. The idea was:
- Render at 100 speed for the entire duration of the game with a burn-in that set the X. position in the world
- Then edit that in premiere using speed ramps.
- Once it's done, I would look into premiere at which X the speed changes, and apply that to the Character when it overlaps certain volume.
It worked! I was really happy. Except, when I got a VR headset, surprise: It didn't match. This was 90 fps. I edited at 60 fps. And even then, the speed would behave differently in VR. I didn't want to edit twice.
So three days ago I scrapped most of the code of my character and started over. Here's what is happening right now:
- Set up a Blueprint called BP_EDL_Master
- Set up a custom event on my character which consists on a Move To Component. Custom event has two inputs: a vector and a float.
- In the BP_EDL, when Overlapping with the pawn, fires up that custom event.
- There's an object reference variable on the BP_EDL and a float variable. Both instance editables. The first indicates the next EDL in the world, the other one is set by me according to my previous Premiere edit. I use the in point X position for the first BP_EDL, then the out point will be the next EDL, and finally I'll input the in/out duration my float variable.
Good news is, this now matches both in VR and PC, since it's not frame rate dependent, but relying on seconds/distance.
I uploaded a new version with these changes, now edited. 1/3 done, I'm building the rest of the tunnel by the end of the month.
Thanks for reading!
Cheers
Luke
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B O K E T T O
To gaze vacantly into the distance without thinking
Status | Released |
Category | Other |
Author | fichin |
Tags | look-around, Sci-fi, Unreal Engine, video, Virtual Reality (VR) |
More posts
- First Iteration Arrived!Jan 01, 2019
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