Zach Taylor Work Blog (Wk6)


Verified with team members the goals for the 25% sprint. My goals were to create the Blueprints (BPs) for player movement and the light source that we decided would be a coral pendant. I watched  "Creating Character Movement With The New Enhanced Axis Mappings In Unreal Engine 5 (Tutorial)". Learned about input actions (IA) and input mapping contexts (IMC). Created IA_Jump, IA_Move, IA_Look. Assigned key spaces to IAs within the IMC and created modifiers that allowed for inverse movements. I created a player BP that allowed the player to perform the IAs.    

I read a document on setting up character movement in UE5.3 to solve issues with character orientation and rotation regarding  the look (camera) direction. 

I read a document on migrating assets in UE5.3 to refamiliarize with migrating. Migrated arms mesh from first person folder and used it on the base player Bp as a placeholder. 

 I watched  and implemented "How To Use The New Enhanced Input Action Mappings In Unreal Engine 5.1 (Tutorial)". The tutorial went over how to add a flashlight component to a player. Created coral pendant IA which served as the light source. Set Visibility toggles are used to make the light turn on and off. I added a flip-flop node that allows the players to press the input key turn the light on and then press the key again to turn the light off. Without this node the player needed to hold the key space to get a positive output.

 I watched and implemented "How To Make A Health Bar In Unreal Engine 5". I had to create a widget with a canvas and progress bar.  I created health and max health variables in the player BP to reference the health widget. 

 I watched and implemented "How To Damage And Heal The Player In Unreal Engine 5 (Tutorial)". I created an enemy BP to damage the player. I made a cube and box collision for the enemy and set the player to be damaged when overlapping the collision. I converted the damage value from a float to an integer so damage from an enemy will always be a whole number (allowing for potential health graphics to show an exact number of hits remaining)

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