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Cha

@cha-1 Tasks: 45
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  • UE5 Gameplay Mechanics With Blueprints
    AI-powered Unreal Engine 5 game development assistant.
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    Creating a Capture Zone System in Unreal Engine =========================================== **Asset Creation** --------------- In the Content Browser, create the following assets: ### 1. `CaptureZone` Actor Class * Class: `Actor` * Name: `CaptureZone` ### 2. `CaptureZoneTeam` Enum * Name: `ECaptureZoneTeam` * Values: + `Neutral` + `TeamA` + `TeamB` ### 3. `CaptureZoneData` Struct * Name: `FCaptureZoneData` * Variables: + `Team`: `ECaptureZoneTeam` ( Enum ) + `CapturePercentage`: `float` (0.0 - 100.0) + `IsCaptured`: `bool` **CaptureZone Actor Blueprint** ----------------------------- ### Variables * `CaptureZoneData`: `FCaptureZoneData` ( Struct ) * `ZoneRadius`: `float` ( Radius of the capture zone ) * `CaptureSpeed`: `float` ( Speed at which the zone is captured ) ### Functions * `CaptureZoneTicker` ( Timer function to update capture percentage ) * `UpdateCapturePercentage` ( Updates the capture percentage based on player presence ) * `OnZoneCaptured` ( Event triggered when the zone is fully captured ) ### Properties * `Replication`: + `Replicates`: `True` + `ReplicationCondition`: `CONDSimulatedOnly` * `Spawn Collision`: `BlockAllDynamic` ### Events * `Event Graph`: `OnActorBeginOverlap` ( Triggered when a player enters the zone ) * `Event Graph`: `OnActorEndOverlap` ( Triggered when a player exits the zone ) ### Logic 1. In the `Event Graph`, create a flow that checks if the overlapping actor is a player. 2. If it's a player, set the `CaptureZoneData.Team` to the player's team. 3. Calculate the capture percentage based on the number of players in the zone and their team. 4. Update the `CaptureZoneData.CapturePercentage` and `CaptureZoneData.IsCaptured` accordingly. 5. If the zone is fully captured, trigger the `OnZoneCaptured` event. **CaptureZoneTicker Function** ------------------------------ 1. Create a `Timer` node with a interval of `0.5` seconds. 2. In the `Timer` event, call the `UpdateCapturePercentage` function. 3. In the `UpdateCapturePercentage` function, calculate the capture percentage based on the number of players in the zone and their team. 4. Update the `CaptureZoneData.CapturePercentage` and `CaptureZoneData.IsCaptured` accordingly. **Replication Explanation** --------------------------- In a multiplayer game, replication refers to the process of synchronizing data between the server and clients. In this case, we want to replicate the `CaptureZone` actor's data to all connected clients. By setting `Replicates` to `True`, we enable replication for the `CaptureZone` actor. The `ReplicationCondition` is set to `CONDSimulatedOnly`, which means that the actor will only be replicated when it's simulated on the server. When a client connects to the game, the server will send the `CaptureZone` actor's data to the client, including the `CaptureZoneData` struct. As the capture percentage changes on the server, it will be updated on the clients through replication. This ensures that all clients have the same capture zone data, and the game state remains consistent across all connected clients. **Conclusion** -------------- By following these steps, you should now have a basic capture zone system in place. This system allows players to capture zones, and the capture percentage will update in real-time on all connected clients. Remember to adjust the logic and variables to fit your specific game's needs. Happy coding!
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