coddocumentation
coddocumentation
CODDocumentation
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coddocumentation · 9 months ago
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Making Level 02
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started with this long platforming area and another double jump orb
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I wanted to incorporate more jump pads so there are some on the pillars, and you also have to double jump to make it across the pads
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next part is this platform room with moving floors you have to time and jump onto. near the end is a cube you have to make 2 jumps while holding to place on a button that will open the exit door of the game
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incase the player drops the cube or falls, I set up the planes so that it spawns a new cube at its own spawn point using my spawner logic I made before, and I placed a player death plane below it so that the cube hits the cube laser before the player death plane. I had to make it this way because the regular death plane still applies to the cube.
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coddocumentation · 9 months ago
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Making Level 01
I decided while making this level to make it facility themed, very portal inspired but with no portals lol
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added hallway
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hallway eerie lights
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at 2.2, testing how fast the wall should go to push the cube over an obstacle
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wallzz
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making a giant pit with cubegrid
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made the pit with lights and a platform that activates when stood on
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I duplicated the platform bp and replaced the custom events with an overlap node of a collision box
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player will have to use a button the the other side of the pit to turn on the platform to transport the cube to the other side. the main door is going to block cubes from entering
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for detail, I am making a pile of cubes as a single static mesh in a separate level, using simulate and pressing 'k', and then converting the selected objects into a blueprint
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cool !
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making a pipe using a cylinder, warping, then beveling the edges
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this tiny platform will move and make it look like it fell out of the pipe when the button is pushed
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replaced the platform with a spinning fan, there was an issue with the player activated platform, if you fell off while riding it, it would be stuck so I thought of this as a replacement.
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to make it I duplicated the platform, replaced the static mesh, and changed the top node to a rotation node and set the plugin to Z
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I also had to make the timeline graph look like this and set the rotation to 360 (degrees) so that it has a smooth endless rotate
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made a laser anti cube thingy
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I had to make a new event, and build the code so that when it detects the cube, it destroys it and creates a new one at a spawn point I made. there was an issue where it wouldnt destroy the cube it would just teleport it and would cause weird flying cube bugs
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this is the maths for the spawner/spawn point that the death plane is calling. fairly simple
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on advice I placed rectangle light sources to get better lighting in the hallways. looks much better I feel
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for the cube transport, I had to make a new platform so that the cube doesn't fly off. of course it was more complicated than that. I had to make a duplicate button that held info of THIS platform instead of the normal one
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the screenshots got lost sadly, but I made a platforming part using the double jump. I originally had the posts thinner but it was too difficult for this early on so I made it much simpler/easier.
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this is the set up for getting double jump, I placed a spotlight over the orb hoping it would draw more attention to it and imply it is important to the player
that is level 1 (excluding the tut lvl) finished !
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coddocumentation · 9 months ago
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Making a ladder
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made a blueprint with this static mesh
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box collision
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Make a beginning and end overlap node from the box
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cast to character
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in the fpc graph, add a ladder boolean
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now going back, set ladder (tick)
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duplicate for end overlap
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add notonladder custom event to the fpc graph
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call the event in the ladder graph
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this part is editing the movement of the fpc so it knows how we move when on and off the ladder, bring in the ladder boolean and a branch
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ctrl+D the movement node, plugin to true
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bring in character movement
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set the movement mode to flying, we will constrain it
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now I will get the player character and its up vector, and plug that into a new movement node
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now to scale it ill plug it into the Y axis of the character movement
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lastly, going back to the notonladder event I made, set the movement back to walking
Done
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I wanted a longer ladder, so I put two ladder meshes together and just stretched the collision box to fit the new extended ladder
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coddocumentation · 10 months ago
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Making a titlescreen
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set up the format and the buttons
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start with a start game event on clicked node
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get player controller and set input mode game only
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finish with open level by object reference
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open the LEVEL blueprint and create title screen widget
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add to viewport
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set input mode UI only
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show mouse cursor
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done !
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coddocumentation · 10 months ago
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Making Tutorial Level
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new level, make a basic space with a door
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button, cube, and sign for controls
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made death plane
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section 2
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added stairs and a auto platform
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section three
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tweaked it a bit, toggle platform on top, door button is below
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stage four
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ending
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coddocumentation · 10 months ago
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Light model work
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with MyMeshes open, set the new asset location to current folder
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subdivisions are good for bending objects. if its flat, keep at 1
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messing with stairs and its properties
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extrude polygons
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edit made meshes with polygroup edit
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bending a plane with vertices using the warp tool
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using subdivide on meshes to change the poly amount
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coddocumentation · 10 months ago
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customizable blueprints
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in the construction script, bring in what part you want to color, and set material. promote material to a variable. if you want to edit multiple, just use a sequence node
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coddocumentation · 10 months ago
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Making a jump pad
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start with a new BP, a cube, and a trigger
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on overlap, add impulse
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Get character, and get character movement, plugin to target
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Get capsule movement and get forward vector. split
(get add impulse from character movement so it works)
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make a height float variable
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set
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Multiply by 100, plugin to Z
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make a distance float variable
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Get distance, set to 10, multiply by 20, multiply and plugin to x
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repeat for Y and plugin all
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coddocumentation · 10 months ago
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Making a load level thing
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make a new Bp
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make a basic pad with a trigger volume
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text
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begin overlap on trigger
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open level by object reference, and promote level to variable. now we can set it to any level we want
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coddocumentation · 10 months ago
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Making a multi pan cutscene
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start with a new sequence
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drag and existing camera into the sequence, and make a desired shot, then save
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do this two more times using different angles
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make a master sequence
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drag in our three sequences
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organize how you like
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drag in sequence to level, and replace the demo shot with this master sequence
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coddocumentation · 10 months ago
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Making a cutscene trigger when entering a door/room
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at a now POI and an object focus in mind, make a trigger volume
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add a new camera, fix the settings and place it where you want the sequence to start
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create a new sequence
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drag in the new camera to the sequence
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make new keyframes and move the camera to where you want it to focus. shorten the length as well to however long
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with the sequence made and put into the world, reference the sequence in the level graph
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with the trigger volume selected, add event begin overlap
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copy and paste the first logic, but replace the event node and the cutscene with the trigger volume and our seconds cutscene
Done!
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coddocumentation · 10 months ago
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Cutscene
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bring a cinematic camera actor into the game, set the focal length to 12 and untick the constrain aspect ratio setting
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in our MySequences folder create a cinematic Level sequence
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drag our camera into the sequence
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add keyframes
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repeat for the end of the timeline and move the camera to the desired location
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with the cutscene made, drag it into the game, then open the level blueprint
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bring in the cutscene we made (with cutscene selected)
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to start, get player character, and disable input
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then out of our sequence, play
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then get duration, and delay the frame time to seconds
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add a delay
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then out of player enable input
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coddocumentation · 10 months ago
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Making a Pause Menu (Pt 2)
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in the first person graph, bring in the Enhanced action events, Pause
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from started, add create widget node and set the class to our pause screen
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add to viewport
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get player controller, and set show mouse cursor
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set input mode UI, and finally set game paused
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done!
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coddocumentation · 10 months ago
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Making a Pause Menu (Pt 1)
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In our MyWidget folder, create a new Widget BP
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in pallet, search for Canvas and drag it to the pause screen in the Hierarchy
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next, search background blur and drag it onto the canvas
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set blur to 5 or whatever you want really
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Bring in a text box and drag it to the Canvas
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Make the text game paused and center on screen
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set anchor to top middle
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set text size
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Bring a vertical box to the canvas and anchor to center
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bring in a button to the vertical box
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put a text into the button
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name it resume game, repeat steps and make another button named quit game
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Use padding set to 20 to put space between the buttons
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click the plus on released event
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self explanitory
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do the same for the resume button
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Get Player controller
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set mouse cursor, hides the mouse when clicked
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Set input mode GAME ONLY
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and lastly add the remove from parent node
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Going back to the input files, duplicate the pickup input and name it Pause
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Then go to IMC default file
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Make a new mapping, select the Pause, then bind the key to whichever desired
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coddocumentation · 10 months ago
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Making a reticle
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in the first person folder made a new BP class and search for HUD
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Import the custom reticle texture in MyTextures
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open the gamemode bp
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set the HUD class to our custom HUD
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open our custum hud graph and make a "Event Draw Hud" node
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make a draw texture node
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set texture to our reticle
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set these values to 16. its the size of the texture file
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Make a divide node, and make the value 2, then a subtract node and set it to 8, which is half of the texture size
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repeat for size Y. plug into screen x and y. this centers the reticle on our screen
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Promote tint color to a variable and change it to green
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Now, we go back to the first person graph and make a sequence node and put it here
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coming out of Then 1, make a line trace by channel node
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copy this logic and bring it over the the line trae node
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connect like so
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from 'out hit' make a break hit result node, and out of hit actor, make a cast to Bp_MasterObject
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make a new boolean titled 'CanPickUp?
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make two sets and set to true and false
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going back to our HUD graph, cast to fpcharacter, and a get player character node as the object
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from the object, get CanPickUp? boolean
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make a branhc, plug the boolean into the condition, and bring in the set tint color variable if true
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finally, if false set to transparent
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DONE!
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coddocumentation · 10 months ago
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Fixing pivot point on cube
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Bring mesh of cube into world, and change from selection mode to modeling. from there go to XForm and click center. Thats It!
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coddocumentation · 10 months ago
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create a pickup mechanic (Pt2)
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start with an event tick node
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bring in a branch and the boolean
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then drag in the handle component and a set target location node
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we can then copy and paste our maths again to plug in the end point
BUGFIX
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Replace the location with location AND rotation
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fixed
Release logic:
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bring out physics handle and RELEASE component node
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bring in Get boolean, and a branch, and finally a Set boolean and leave at false. now we can drop the box when released
BUG FIX: flying cube
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add a sequence node after the branch
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add a get world rotation and split the values
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add a branch and a "Less" node
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set to -51
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then drag in our handle, the release component, and the Set boolean.
DONE!
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