Fixed Half-Life GoldSrc-Like ladders This type of ladder was bugged a lot - espacially over network. Movement modes wasn’t switching for players and I learned next thing about writing custom movement code. I have to fix a lot of stuff in my net-code but I will get back to this later. My ladder movement code was bugged...
This entity is UNUSED because of Ultimate Dynamic Sky plugin introduced to the project. It has itself replication between clients and comes with out of the box real-world time replication and necessary functions and properties. ARealworldTimeSync Class Documentation Inheritance: AActor → ARealworldTimeSync Overview...
ASourceLadder Entity Class Overview Ladder which works like in Source Engine games especially in Half Life 2. It contains StartPoint and EndPoint. These are bounds in which player can move up and down and no more. Also can be placed component named InfoLadderDismount which indicates a place when player should exit...
BrushButtonComponent The BrushButtonComponent is a customizable button component for interactive gameplay. It allows designers to set up buttons with locking, unlocking, pressing, and resetting capabilities based on various conditions. It is applied for StaticMesh actor for example model created in Unreal Engine...
BrushMovingButtonComponent The BrushMovingButtonComponent is an extended version of the BrushButtonComponent, adding functionality for the button to move between positions when pressed and return after a delay. It includes properties to configure movement speed, distance, direction, and events specific to its motion....
BrushDoorComponent The BrushDoorComponent is a component for creating interactive, movable doors with open/close functionality, customizable movement properties, and sound cues. Component Properties Primary Properties bLocked Controls if the door is locked. When true, the door cannot be opened or closed by...
Engine update - Unreal Engine 5.5 Preview After long break I returned to the project. But meanwhile new version of engine was released so I had to update my project to this version because I want to have the newer one. Why? Because. There was some problems with plugins but I finally managed to fix it. Intel 13/14th...
Finally I got working water. In previous article I was saying about that Epic’s water plugin isn’t working properly especially the Water Body Custom one. I made my own water class which derives from that one. Some time ealier I wanted to code it in the way that user can just place water and he will not have to place...
Unreal Engine have a plugin which is *experimental*. This plugin can make easliy rivers, oceans, lakes… and yeah. Not pools or any other custom shaped water. I mean this plugin was bugged in 5.3 version of Unreal but let’s see how it is going in 5.4 What was bugged in 5.3 in Water System? Especially a underwater post...
That’s the thing I don’t know how to handle because it must be predicted perfectly to gain smooth gameplay. Making custom movement would be easy for a singleplayer game, but things get a lot of more complicated in multiplayer - You won’t do this in Blueprints. This is the first and basic limitation of visual...