Monthly Archives: August 2014
So here is my latest work on RTS Community Project. I added the ability to spawn resources in editor using Blutility.
So here is my latest work on RTS Community Project. I have added the ability to select multiple units (via selection box) and move them all around! 🙂
I’ve been working on an RTS Template and thought i will make this a community project instead, so everyone can learn and share and create. If you are a UE4 community member and a UE4 subscriber then lets join to create a AAA quality Strategy game (like Age of Empires, Rise of Legends etc). You can contribute anything (like characters, props, textures, materials, effects etc) and if we all work together we can make an amazing game using Unreal Engine 4.
If you feel like you don’t have absolutely nothing to contribute, please feel free to download this project and see how its done. Once you go through the Blueprints you might get an idea on adding something new ;). And dont forget to spread the word to all your friends. 🙂
I would like to have this game with a mix of AOE and fantasy with cool magical effects plus gorgeous graphics and exotic maps. But that is my suggestion only. Since this a community project i really want to hear your opinion too!
Some references from Google:
I have made a very basic framework and uploaded to Github. It shows:
- RTS Camera functions such as zooming and moving around with WASD and rotation with Right Click.
- Selecting character and moving him around.
- Selecting a structure from HUD and placing it on world.
- Grid placement for structure.
So what do you think? If you have any more questions, please do ask it here.
Here are some screenshots of my program called Unreal X-Graph which was a graph editor for creating new classes for UnrealScript. While Beta testing UE4 i was inspired by the idea of Blueprints and thought about creating a graph editor for UnrealScript and contribute it to the community (like Unreal X-Editor) so hopefully that should attract more people to Unreal Technology. Unreal X-Graph works much like Blueprints. That means, you can create and connect nodes together and compiling will generate a *.uc file with the contents of the graph. I started development back on January 2014 but since UE4 was released on March i totally abandoned this project and have no intention of resurrecting this back.
Different connection renderings:
This is a mini screenshot tutorial based on a project i did a few days ago.
First of all create a new material in Content Browser and set the material domain to Post-Process. Then follow below steps:
To make it work, set “Render Custom Depth” flag to enabled and set the Bounds scale to higher (10) otherwise mesh sometimes will not render properly when behind.
And here is a screenshot of my Material Parameter Collection.