TTK Studios

Bringing fun to your life!

Tag: Blueprints

VR Locomotion Test

Two nights ago, I’ve started to develop some locomotion test for the simulator that we are developing at Urizen.

This idea takes one button to be pressed that enter in “locomotion mode”, with the head you point at the location and then you are smoothly  teleported there.
This not  only reduce simulation sickness but also removes the movement of the joystick, because our player target almost never is a gamer.

Image_02

When you look at a place, the system will take in account the width and the height of the player to allow the movement.

   TeleportOK    TeleportNOT

I’m will expand this with a ribbon that show the trajectory from the player to the point to make it better to see.

Still running good in Unreal, but I’m don’t have tested at Oculus yet. Maybe I do not need to make any optimizations. 🙂

Here’s a video showing the actual stage of the system.

Security Tape in Blueprints

Another procedural object for the simulator, made this time with Cables Components: procedural security tape.

SecurityTape

Until now it’s only a cable component that goes from start to end point with some adjusts, but if I had time I’m will expand or trying to made with splines.

Here’s the Blueprint.

Image_02

Spline Chains with Blueprints

Little update at my “chain system” with splines in UnrealEngine.

Chains

Basically now I’m can chose between colored or chrome chains, and also chose their 2 colors and the numbers of knots that are colored.

For those who like to learn, here’s how it works.

ChainBP01

The chain is an Actor based Blueprint, with all code in the Construction Script.

Image_01

The spline actor spawn instances of chain knots based on a division of the spline length and some variable that will be the space between the instances.
Using Instanced Meshes prevents additional draw calls since the mesh is instanced.

After that, it rotate and position the mesh based on  the distance that object is along the spline.

ChainBP02

Next, with the modulo (%), we determine if the object must be rotated 90° or not based on “Even and odd”. One is rotated, another is not.

ChainBP03

The branch defines if the chain has color or is chromed. Here the things got a little confused… and this was the only way I could make it work.
If it has color, the chain need to paint every color based on the number defined in the variable Stripe Units. So, with a greater than (>), we change the material’s vector parameter of the first block until it reaches the number defined in  Stripe Units.

ChainBP04
After that, with the “Do N”, we change the other block of knots with the another color. After that, it performes a reset of the “Do N” and reset the temporary “Stripe N” variable.

Probably there is another (and better) solution for this part of the BP, but as long its working, I’m good with that.

With the actor blueprint in scene, you just need do right click anywhere over the spline do add a spline point and change the tangents to make the chain look as you need.

AddPoint  ChainsScene

Thanks a lot.

© 2019 TTK Studios

Theme by Anders NorenUp ↑