Useful Blender Things

I’m between 3DS Max licenses at the moment, so it seemed a good opportunity to try and learn blender! This has been so frustrating, but hopefully worth it to learn what is becoming more and more of an industry standard.

This is just a dump of some of the shortcuts and tools I’ve used so far so I can come back to it! Will probably just add to this post as I go.

Shortcuts

Ctrl-B – Bevel

Ctrl-R – Edge Loop

S-X/Y/Z – Scale in x, y, or z axis

R-X/Y/Z – Rotate in x, y, or z axis

Tab – Go between edit and object modes

A – Select All

Shift-A – Creation Menu

Object Mode – Ctrl A – Rotation and Scale – Freezes all transform data

Tools

Modifier Menu – Mirror

Edit Mode – Mesh – Normals – Flip

Edit Mode – Mesh – Normals – Recalculate Outside

Edit Mode – Mesh – Normals – Average – Custom Normal (Good quick smoothing results)

Gotchas

Negative scale will flip normals randomly, freeze scale then recalculate outside.

 

 

Clickable Interactive Objects in UE4

I’ve been working on a small game to get to grips with the basics of UE4, as its been a long time! The main mechanic is point and click style investigating.

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Player

For my player I added a function that raycasts outwards from the player’s height and rotation, then returns whatever object it hits.

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In the event graph of the player, when the lmb is clicked, it checks if any UI exists. If it does, it removes it. If not, it runs the raycast and if the object that is hit is of the interactive object class, it runs its on use function.

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Interactive Objects

The on use function in the interactive object creates a text display UI and sets the text of that UI to equal a text variable that lives in the interactive object.

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All interactive objects are child blueprints of this, where the clicked text variable is overridden.

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For more specific mechanics, I’ve still used the same parent class, but overridden the on use function. For example here, when the computer is clicked on it checks if its been successfully used, and if not shows a text input UI. If the password has been successfully entered, it shows the normal UI text display.

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The text input UI has its own event graph, which when the password is entered correctly, will find the door asset in the level and run its unlock function.

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The unlock function rotates the door when its run, allowing the player to leave the room!

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This is all very simple stuff so far, but its been interesting to take a look at.