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I want to create a highly detailed game model, a sci-fi style character with most of its body structure made of metal. I also want to incorporate specific era and regional characteristics to give it a distinct theme, then develop an original character design based on these elements and model it using traditional workflows.There are some references.
























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Complete event graph for the drone to control its AI behavior mode and changes upon being attacked by the player.
When attacked, the drone will turn red, automatically lock onto the player's position, face the player, and begin moving toward them. Upon reaching the target, it will execute an explosion command.
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Free-for-All (Guns), a multiplayer-focused virtual reality shooter, masterfully combines fast-paced combat with immersive VR experiences, delivering an intense and thrilling virtual gunfight for players. In the game, players find themselves in a chaotic and competitive virtual battlefield, wielding a variety of firearms to engage in free-for-all skirmishes with others. The objective is simple yet compelling: defeat opponents and emerge as the last one standing. This pure and intense battle mode not only tests players' reflexes and shooting skills but also showcases the unique appeal of VR technology in the realm of shooting games.
The core attraction of the game lies in its highly immersive shooting experience. Through VR technology, players can realistically handle guns, aim, and shoot, with every bullet's recoil and every reload feeling incredibly lifelike. This sense of immersion makes players feel as though they are in a real battlefield, with a level of tension and engagement that far surpasses traditional shooting games. Additionally, the game offers a diverse arsenal of weapons, from pistols to sniper rifles, each with its own unique handling and tactical uses. Players can switch between weapons based on their preferences and the battlefield situation, adding strategic depth and replayability to the game.
Multiplayer combat is another standout feature of Free-for-All (Guns). The game supports online multiplayer, allowing players to team up with friends or compete against others globally. This social interaction not only enhances the fun but also fuels players' competitive spirit. Each match is filled with unpredictability, requiring players to stay alert and use terrain and weapon advantages to outplay their opponents.
In summary, Free-for-All (Guns) is a standout title that seamlessly blends VR technology with shooting games. It not only delivers intense and thrilling combat experiences but also highlights the unique advantages of VR in immersion and interactivity. As technology evolves and content continues to expand, this game has the potential to carve out a niche in the VR esports arena, becoming a must-play classic for shooting game enthusiasts. Whether you're a player seeking the ultimate shooting experience or a social gamer who enjoys multiplayer battles, Free-for-All (Guns) offers something exciting for everyone.
Reference
Free-for-All (Guns) | Meta Horizon
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Add a Health Component to the drone and set its default value to 3. If the drone is attacked by the player three times, its health will drop below 0, triggering an explosion and death. However, if the drone reaches the player before being hit three times, it will deal damage to the player.
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Create a Patrol Point Blueprint and add a NextPoint component. This patrol point will allow the drone to move in a fixed loop between designated positions until attacked by the player.
Create a Patrol AI Controller for the drone and set it to loop this behavior. When a patrol point is logically reached, the drone will automatically start moving toward it and then proceed to search for the next patrol point.
Store Patrol Points in an array
Track Current Target with an index variable
Movement Completion Trigger
When the drone reaches a patrol point:
Increment CurrentPatrolIndex
If index ≥ array length, reset to 0 (loop to start)
Update GoalActor to PatrolPoints[CurrentPatrolIndex]
Issue new MoveTo command
Add a GoalActor component to the drone, enabling it to designate patrol points and automatically navigate to these locations to start cyclic movement.
Acts as a dynamic reference to the current target patrol point
Auto-updates to the next point upon reaching a destination
Use a designated function to assign the next target movement position. By linking the last patrol point back to the first, the drone will loop its movement indefinitely.
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I've enhanced the firearm animation Blueprints to achieve cinematic realism, with particular focus on weapon handling as it's the core gameplay component in this FPS title.
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Edit the Blueprint to implement muzzle flash animations and firing sound effects, positioning all visual/audio effects precisely at the weapon's muzzle location.
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Set the gun's damage value to 1, so the drone will be destroyed after being hit three times.
Blueprint Setup
Use an integer variable Drone_Health to track HP
Three-hit verification:
After each hit, check Drone_Health <= 0 with a Branch node
Condition will pass on the third hit
Core Parameters
Gun Damage: Fixed value of 1 per shot
Drone Health: Initialize with 3 HP
Damage Accumulation: Deduct 1 HP per hit
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Half-Life: Alyx——A milestone in the VR industry
Half-Life: Alyx delivers a highly immersive experience through its meticulously designed environments, physical interactions, and sound effects. Players can interact with almost every object in the environment, such as picking up bottles, operating control panels, or even crushing zombie heads with their hands. This deep level of interaction makes players feel truly present in the game world.

The game fully leverages the advantages of VR technology, including hand tracking, physics engines, and 3D audio. Support for high-end VR devices like the Valve Index further enhances the experience. For example, players can use gestures to operate weapons and tools, making the interaction more intuitive and engaging compared to traditional keyboard and mouse controls.

Half-Life: Alyx continues the excellent storytelling tradition of the Half-Life series while enhancing player engagement through VR technology. For instance, players must physically crouch to avoid enemies or use a flashlight to illuminate dark corners, immersing them more deeply in the narrative.
Upon its release, Half-Life: Alyx received widespread acclaim and is considered a benchmark for VR games. It not only boosted sales of VR hardware but also set new standards for VR game design.
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I’ve added a Navigation Mesh (NavMesh) spanning the entire scene, ensuring maximum player mobility while maintaining level design boundaries. Implementation details:
Full Coverage: Generated NavMesh across all walkable surfaces using Navigation Bounds Volume
Agent Settings: Configured for standard UE5 character (AgentRadius=42cm, AgentHeight=192cm, MaxStepHeight=35cm)
Collision Filtering: Blocked non-traversable assets via NavMeshRelevant collision channels
Dynamic Updates: Enabled runtime NavMesh rebuilding via RecastNavMesh-Dynamic
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The drone will explode upon reaching the player's proximity or when shot by gunfire. This is the operational logic blueprint, which includes explosion sound effects and visual effects, as well as the drone's post-explosion state. Upon detonation, the drone will self-destruct and be destroyed.
The green areas represent the navigation mesh, which must fully cover the drone's patrol path to enable movement and automatic pathfinding toward the player.
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Reposition the bullet spawn point to align with the weapon muzzle, then configure fixed hand placement points on the firearm model to ensure natural grip positioning without mesh clipping.
The weapon asset is detached from the hand controller after positional anchoring, preserving only the hand animations. This allows the in-game weapon grab interaction to mirror the original motion capture data.
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