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

Files

boketto_vr_v0.2.rar 159 MB
Jan 04, 2019

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