Axis Double Tap (Unreal Engine 4)
13 Apr 2014
The template projects in the Unreal Engine 4 use axis inputs for movement. This is done so that you can use a gamepad’s analogue stick for movement. The tricky bit, in comparison to input actions, is that the axis fires each frame and you need to read out the value. The execution needs to trigger on the value rising over a threshold and not the execution tick.
This is about how you would integrate the
AxisDoubleTap. Since we want to
preserve “normal” movement the sequence splits out to the
on the one side and the
AxisDoubleTap selector on the other. The
AxisThreshold (0.75) and
DogeTimeout (0.4) are variables that are
exposed on the Character, so that they can easily be tweaked later on.
As you can see, I have not yet implemented the doge, so for now we will just print “Doge Left” and “Doge Right”.
A Critique of the Entity Component Model
27 Mar 2014
The entity component model is all the rave for the last decade. But if you look at the design it opens more issues than it solves.
Broadly speaking the entity component model can be summarized as the following: An entity is composed of components who each serve a unique purpose. The entity does not contain any logic of it’s own but is empowered bay said components.
But what does the entity component model try to solve?
Unreal Engine 4: C++ vs. Blueprints
25 Mar 2014
For my UT2014 Challenge I had the first hard decision to make:
Should I use C++ or Blueprints to drive the game logic?
Looking at the C++ code for the FPS sample, it becomes quite clear that you find all the bits that used to be in U-Script in UE2 and UE3. You have the Pawn, Character, Controller, GameMode and Game classes, just this time in C++. So if you know your way around the older version of the engine you are quickly at home here.