Friday, July 23, 2021

Sprint 5

I added an audio component to the phone blueprint that serves as the ringing audio, so the ringing audio will no longer be played from the MotionControllerPawn.  Another change that I made to this blueprint actor was that I added blueprints so that the player cannot pick up the phone until after it starts ringing. 

Blueprints:

BP_Phone






Friday, July 9, 2021

Sprint 4

 A muzzle flash effect was added to the shotgun using Niagara.  I added an empty actor within the BP_Shotgun's component structure in order to use that as a reference for the Niagara System location and rotation.  

I also added functionality to the BP_MotionControllerPawn that spawns Anton after the door begins to open as opposed to having Anton behind the door at all times.  This is to prevent the possibility of the player hitting Anton prior to the timer running out and triggering the ending of the experience.  Similar to the way I'm spawning the muzzle flash effect, I created an empty actor to serve as the spawn location for Anton and placed it behind the door.

Blueprints:






Friday, June 25, 2021

Sprint 3

The timer widget was adjusted so that fits and looks well with the new wristwatch asset that is now attached to the left hand controller.  The timer functionality itself was also reworked that it is optimized. 

Blueprints:

BP_MotionController

MotionControllerPawn





Friday, June 11, 2021

Sprint 2

The closet doors now have an opening and closing animation that trigger when the player interacts with the knob. The new mannequin asset can now be registered when the player uses the shotgun to fire at him, and the experience finishes as normal. The timer functionality was adjusted for better functionality. 





 

Friday, May 28, 2021

Sprint 1

Anton now has a riffle idle animation and is no longer in his 'A' pose. 


Monday, May 3, 2021

Animation State Machine


Locomotion


Jumping and Landing

The right gif showcases that if the player moves before the landing animation finishes, the character will immediately transition to locomotion, thereby, avoiding skating.


Animation Blending 


The gif on the left showcases an animation blend between the character's jump animation and his animation for carrying the cable.  The gif on the right showcases his animation blend between pushing/pulling magnetic objects and his locomotion. 


Maya to UE4 Export Tool Installation