Imagine the following scenario: We have a Death Match Shooter Game with some players and want to implement a restart functionality. The game should restart when only one player is remaining alive. A naive approach would be to continuously ask (e.g., every five seconds or every tick), how many players are alive and restart the …
Author Archives: Stefan Zaruba
Unreal Engine Link Collection
Essential Content Basic architectural overview of gameplay classes and how they are supposed to be used. https://www.tomlooman.com/unreal-engine-gameplay-framework/ Excellent walkthrough through the entire engine lifecycle, from engine startup to loading a level, initializing all actors and components, and beginning play. https://www.youtube.com/watch?v=IaU2Hue-ApI&ab_channel=AlexForsythe Helpful overview of the Actor’s lifecycle. https://docs.unrealengine.com/4.27/en-US/ProgrammingAndScripting/ProgrammingWithCPP/UnrealArchitecture/Actors/ActorLifecycle/ Link Collections https://www.tomlooman.com/unreal-engine-resources/ Forums https://answers.unrealengine.com/index.html https://forums.unrealengine.com/ Chatrooms https://unrealslackers.org/ …
Collisions, Overlaps, and Traces
In this article, we explain everything to do with collisions, overlaps, and traces. Related Material https://www.unrealengine.com/en-US/blog/collision-filtering Special Behavior There is some unexpected (at least for me) behavior that might be confusing at first: Collision detection (blocking) while sweeping an Actor seems to work only for translation and not for rotation. (UE 2.26) That is, bSweep=true …