Posts Tagged: Unreal Engine 4

Final Prototype Update

Overview of Movement Scripts

An overview of the core movement scripts, also showing a fix I made for an issue with the camera not returning to the right position after a movement is made (added an extra level of Rinterp). I was able to create the overall movement for my prototype with the help of George and users on the UE4 Forums.

Movement Values

Highlighting the effects of certain values used to adjust the feel of the movement. I am continually tweaking these and other values to find the perfect balance.

Variable Cleanup

As I progress with my learning, I am becoming better at understanding how to refine and organise my scripts. Here I made a quick improvement by using only one instance of a variable rather than the six I first started with.This creates less bloated scripts overall, but also makes editing slightly easier.

Making tunnels

I made use of some methods I learnt in my first UE4 session with George to create some very quick level assets for testing purposes. I used ‘Add’ and ‘Subtract’ shapes to quickly hollow out a square and use it as a tunnel.

Damping value

This value is an important one within my movement mechanics, as the damping effect it results in helps recreate the momentum experienced underwater. When the character stops accelerating, they should continue floating forwards and gradually decrease, not come to an immediate stop. I found that this value in UE4 is what can be used to adjust that.

Move with Mouse Control

It was very simple to add the ability to change direction entirely by aiming the mouse. I simply added the Mouse Y axis into the Input settings, with an initial value of 2.0. I later moved this down to 1.0 for slightly more control when moving.


I also added a basic collectible object. The character can collect the sphere, and it will disappear upon overlap. The game will then print a string with the total count of collected objects. Eventually these will be Weedy’s eggs.

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Above shows a quick clip of my up-to-date prototype in action. The movement is now much closer to how I envisioned it, I simply need to carry out playtesting while continuing to iterate (during the next project), and I can perfect it and possibly even look to develop the full concept. This easily meets the goals I set myself for this project submission, so I am pleased with the progress I have made up to this point.

There is only one issue left in the prototype, which unfortunately I don’t believe I can fix for submission, but I will continue trying and can at least fix it inbetween now and April. When using the mouse, the camera often ‘judders’ which can be really frustrating, and reduces the fluidity of the movement. I believe this could be to do with the various mouse-based interactions conflicting with each other, but it will take more research and most likely some guidance to fix it. Other than this, the prototype is in a good state to submit.

Prototype II Progress

Since last working on my prototype I have started a fresh with a slightly different and much simpler script (with the help of George). This should help editing and troubleshooting easier, as there is much less complex script to cause errors or confusion. I can build up more features and in-depth movement later on, such as in BA3b. For now, though, I am still experimenting with different methods and figuring out how everything should function.


The current state of the revised prototype (Prototype II)

As shown above, the current prototype:

  • Looks around/change direction using mouse
  • Move vertically with LMB/RMB
  • Forward/Left/Back/Right with WASD
  • An overview of all scripts
  • [Current] Core movement script
  • The script used to tilt on strafe
  • One attempt at fixing the pitch issues
  • Various methods used to try and fix problems

The character successfully tilts on up and down movement, which I had some problems with initially where the actor was rotating but the camera wasn’t Various attempts at fixing this are shown in the gallery above, but I eventually managed to fix this by simply attaching the Rotation to the Camera as a second target, as well as being attached to the FlippyMesh (For some reason it didnt work when attached to the SpringArm, only the Camera).

  • Before
  • After, the camera is also attached

However, this also causes the camera to rotate on MoveForward as well. This is a problem I still need to fix, as I only want it to happen on MoveUp (on Moveforward, the Mesh should rotate but not the Camera).

My next step to try and fix this will be to try copying the logic and hooking each function up separately, making one catered to rotating both components while the other only rotates the Mesh — this should fix my issue.

Next steps (goals before submission):

  • Make it so the MoveForward tilt only applies to the Actor, not Camera
  • Tweak all values such as pitch, speed, etc to refine the movement further
  • Build a more substantial testing level/zone

UE4 Experiment — 2D Sidescroller

I used starter content and followed tutorials to experiment with a 2D Side scroller. I did this to improve my knowledge of more varied blueprints as well as start playing with a basic collectible script which I could later use the logic of for my 3D prototype.

  • Two different methods of spawning the coin - constantly, at a set interval or by button press
  • Using Arrays to create more random spawning of coins
  • Using Target points to designate where coins can spawn
  • Ensure that the coins spawn on the correct plane (as it is a 2D game)

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Coins spawning every 2 seconds

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Showing the use of text strings to return when the player has touched the coin – this helped me figure out the logic of how to determine when the coin had been triggered, which could then be developed to add the coin to the player’s total count, and destroying it.

Overall, doing small tests like this is helping me expand my knowledge in a varied way. This will help me know how to apply my knowledge better and start to figure out how to create things more independently.

UE4 – Movement Controller Progress

Pitch Rotation to match Vertical Movement

My focus today was to iterate on my movement controller based on my evaluation in my previous post. Firstly, I wanted to make the Pitch of the Actor rotate based on vertical movement. So, when Weedy swims downwards his nose will point forward and vice versa, to increase the feeling of realistic swimming movement. Otherwise, it appears as if he is just hovering up and down. I found the solution to this very simple.


In the Movement Sequence Blueprint, I have highlighted the edits I made to achieve this. The script already did a similar action for MoveRight and Roll and I used this to figure out how to do the same for MoveUp and Pitch.My basic understanding of this is:

  • When Weedy Moves Up
  • A (Input value of movement axis) * B (Y Pitch Value) =
  • Create Rotation on the Y axis (Pitch) to tilt using that value
  • Return this value to the target

Although this was successful and it functions in the way I wanted, I do feel like I need a better understanding of exactly why. I have a rough idea of how the nodes work, as outlined above, but I’m not entirely confident in it. I think the main focus for me right now should be to continue learning Blueprints and improve my knowledge much more, so I can more confidently make changes and understand how to create the desired functionality for my prototype.

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The above Gif shows the above in action. When I move Weedy vertically, his body tilts in the right direction, giving more realism and life to the movement.

What I have noticed, though, is that in the above graph, the nodes to tilt the Pawn in the direction of Forward movement are disconnected. This is something I need to look into and may have happened accidentally when editing the BP. This is another reason why I need to improve my BP knowledge, so I can quickly understand and fix details like this.

Otherwise though, I am pleased with the progress and will simply keep working on various details of the script in order to refine both my understanding and the functionality of the prototype.


Another area that needs improvement is how the script handles collisions. There is an area of the graph which deals with what happens when the actor collides above a certain velocity, in order to release particles and carry out other behaviour. Right now, the collision can be a little extreme and I feel this makes sense in terms of a spaceship or plane, but not an animal swimming through water. When Weedy collides with the wall, I would like to achieve a much softer impact.

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As you can see above, the collision sometimes can be quite buggy and unstable, causing clipping with the camera and the player to go spinning off. My end goal will be to soften the collision, possibly by having the actor absorb most of the impact and simple gently rotate him away from the wall. Upon colliding, I would like to have small clouds of dust and bubbles emit in the form of particles, instead of the mechanical sparks the controller initially had. I have very briefly begun looking into particle systems, which was—understandably—much more complicated than the simplicity of Unity 2D, so I need to decide whether this is realistic for me to create from scratch or whether I can find some starter assets to download and make use of.

Update camera to follow vertical pitch movement

Currently, when moving vertically, the camera remains looking at the back of the Pawn. Instead, I would like to test out how it feels if the camera rotates towards the direction that Weedy is facing when he moves vertically up and down (LMB/RMB). I feel like this may be helpful for the player if they can see where they are going when rising up or down through tunnels within a level. I did some research into this and begun playing around with the script. I did make some minor progress but struggled to achieve much. I found a helpful answer that broke down the necessary steps to achieve something like this (below), so I can use this as a starting point, but as I have said before – I need a better understanding of Blueprints first, so I think it’s wise I take a few steps back before attempting too much at once.


I think a good idea might be to see if I can attend some extra UE4 Drop-in sessions while also going back and trying some more BP tutorials before I progress.

(Extra Ref for later) Underwater Scene Tutorial