Added citizens to our game! They are tracked individually, belongs to a family and they tweet (in-game tweet I mean)!. Basic menu and the ability to spawn residential zones and industrial zones has also been done. Once the residential buildings are constructed new families will start moving as long as a slot for new family is available. A basic economy system has also been added so each building has its own upkeep per cost and they also pay taxes which is the main source of income. Buildings also require electricity to work properly.
Just added dynamic day night cycle and a custom calender system in our Cities Skyline inspired game. 🙂
We @YetiTechStudios is making a small game inspired from Cities Skyline so here is the structure spawning system I just made in C++.
Hi there 🙂
In this quick tip I’ll show how to send a udp request to your Amazon EC2 server instance and then receive a reply from there. Simply put, you can use this to check if your AWS servers are online or not when player is logging in.
So what are we covering today? Well, we will write a simple UDP server in Node.js and run it on AWS EC2 server. This server will be listening on EC2’s IP on a specific port. Then in Unreal Engine 4, we will use the FUDPPing::UDPEcho method to ping the above server ip and port and see if we get a reply. Let’s get started.
In this quick tip I’ll show you how to make dynamic idle animation that feels more alive. I’ll be using Sword Animset Pro by Kubold for this tutorial but you can use any animation set (or your own) as long as you have Aim Offsets.
You can create an Aim Offset from Content Browser under Animation -> Aim Offset:
After that, open your AimOffset asset you just created and set the Axis Settings. In this example, I’ll call them HorizontalAngle and VerticalAngle and set their minimum/maximum values to -90 and 90 respectively. So if the value is -90 horizontal then player will be looking to the left or if its 90 then player will look to the right. The same goes for vertical also. If its 90 then player looks up and -90 means looking down.
NOTE: For the sake of this tutorial, we will use LookAround asset that is included in Sword Animset Pro.
Now that our Aim Offsets are done its time to modify the Animation Blueprint Graph for your character. I wont be covering how to create the animation graph and assign it to your character. If you are not familiar with it you can read more about AnimGraph here.
The basic idea for this system is to create random “look at” points around our character within our vision cone (that is 90 degrees up and right) and we will use those values to drive our LookAround aim offset. In you Animation Event graph you have to create a graph like below. The comments in the screenshot should explain what the system does :). (psst click image for high resolution)
Once that setup is finished you simply have to use those values in your Anim Graph.
That’s it! You have your own Dynamic Idle Animation. You can play with all those values in Event Graph and make it more alive 🙂
Quick demo video that shows the post process effect I created for our first VR game
Level used in demo by Manufactura K4: https://www.unrealengine.com/marketplace/tower-defence-and-moba-pack
I used Material Parameter Collection so everything can be adjusted in-game from Blueprints or C++.