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game animation sample
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キャラクターを追加する
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NPCとの会話をAIにする
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ジャンプの高さを変更する
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control rig sample
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CRでキャラクターを動かす
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ボスのジャンプ攻撃を作る
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city sample
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惑星形式のmapを作る
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家を作る
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BGMを作る
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ブラウザを作る
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惑星を動かす
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惑星間の移動表現
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gameplay camera
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もっと近づける
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pixel streaming
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トーンを変える
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ultra dynamic sky
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ocean waves
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nice interaction system
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replicated interaction kit vol 3
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dragon ik plugin
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worldscape plugin
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animation clipをueで使う
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衣装を着せる
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ue
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error II-E1001
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game animation sample
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GameplayCameraをdisableにする
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cameraが急接近する
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characterのcomponentが初期化される
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IA_Sprintのダッシュができなくなる
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traversableが機能しなくなる
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キャラがカメラ視点で勝手に動く
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city sample
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buildが遅い場合
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<li class="chapter " data-level="1.16.3.2" data-path="../issue/city/city_02.html">
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ue5.5ではbuildが通らない
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問題が起こったときにresetする
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<li class="chapter " data-level="1.16.3.4" data-path="../issue/city/city_04.html">
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playerが地面に埋まってしまう
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<li class="chapter " data-level="1.16.3.5" data-path="../issue/city/city_05.html">
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他のmapとの統合
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<li class="chapter " data-level="1.16.3.6" data-path="../issue/city/city_06.html">
<a href="../issue/city/city_06.html">
BGMを変更する
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<li class="chapter " data-level="1.16.3.7" data-path="../issue/city/city_07.html">
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表示されなくなったサイト
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</ul>
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blender
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<li class="chapter " data-level="1.16.4.1" data-path="../issue/blender/blender_01.html">
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衣装の背後に黒いチラつきが発生する
</a>
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ueで読み込むと一部のmaterialが正しく表示されない
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髪の毛が頭に追従しなくなる事がある
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vrm4u
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customで衣装の半分が灰色になる
</a>
</li>
</ul>
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worldscape plugin
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<li class="chapter " data-level="1.16.6.1" data-path="../issue/wsp/wsp_01.html">
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地上のちらつき
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project
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自己紹介
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最初の体験
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毎日プレイ
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自由と不自由
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ロードマップ
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アイテムボックス
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テストゲーム
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youtube
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end
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<h1 id="tips">tips</h1>
<p>この章は読み飛ばしてください。まとめやすいように重要項目を上にしています。</p>
<p>最初はわからないかもしれませんが、最後まで読んでまた来ると、わかるようになっているかもしれません。</p>
<h2 id="variablevar">variable(var)</h2>
<p>まずは変数の紹介です。変数はローカル変数(local)、グローバル変数(global)があります。最初はprojectで読み込むところに作ります。</p>
<ol>
<li>フォルダの<code>/Content/Blueprints/</code>で右クリックして、ブループリントクラス、<code>GameInstance</code>を作ります。例えば、<code>GM_xxx</code>にします。(名前はなんでもいいです)</li>
<li><code>設定 -&gt; プロジェクト設定 -&gt; マップ&amp;モード</code><code>Game Instance:GameInstance Class</code><code>GM_xxx</code>を読み込みます。</li>
</ol>
<p>なお、名前に<code>Default</code>, <code>Test</code>, <code>Config</code>などを使う場合は予約されていることがあります。注意してください。</p>
<p>これを開いて、変数のところで<code>UserTest</code>という名前で<code>string</code>型の変数を作ります。コンパイル(compile)してください。デフォルト値は<code>World</code>とでも入れておきましょう。</p>
<p>次に、<code>/Content/Blueprints/CBP_SandboxCharacter</code>を開いて、EventGraphで右クリックし、<code>Cast To GM_xxx</code>を選択します。</p>
<p>インプット(input)のpin(ピン)にあるObjectには<code>Get Game Instance</code>をつなぎます。そして、アウトプット(output)の青線は<code>Get UserTest</code>と検索し、それを<code>Print String</code>につなぎます。</p>
<p>さて、ここにkeyを設定して再生すると<code>World</code>と表示されるはずです。</p>
<p>特に重要なのが<code>変数の型</code>です。種類もそうですが、変数の型の右側にある色アイコンをクリックしてみると、たくさんの形式があることがわかります。</p>
<ul>
<li>単一</li>
<li>配列</li>
<li>設定</li>
<li>マップ</li>
</ul>
<p>配列を使ってみましょう。<code>UserTestList</code>という名前で<code>string</code>の配列を作成します。</p>
<p>ここで、デフォルト値に追加できることに気づくはずです。</p>
<p>例えば、単語を3つ追加してみます。</p>
<ul>
<li>[0]ai</li>
<li>[1]burst</li>
<li>[2]can</li>
</ul>
<p><code>Cast To GM_xxx</code>から<code>Get UserTestList</code>を引っ張り出し、<code>Length</code>につなげます。それをprintしてみると、<code>2</code>と表示されるはずです。</p>
<p><code>length(len)</code>はその配列に追加された数を知ることができます。</p>
<p>では、全部の値を取り出すため<code>for</code>を書きましょう。<code>UserTestList</code>から<code>For Each Loop</code>を伸ばして<code>Loop Body</code>からprintにつなぎます。値は<code>Array Element</code>から取ります。</p>
<p>もし文字列をつなぎたいなら<code>Append</code>が使えます。</p>
<p>変数にはObjectをいれることもできます。たくさんのObjectを入れておき、<code>Find</code>で検索して取り出すこともできます。</p>
<p>では、characterを全部まとめて検索できる変数を作ってみます。</p>
<p>名前は<code>UserCharacterObj</code>でstringを選択し、マップを選択します。右側のマップは<code>オブジェクト(object)</code>と検索し、object参照を選択します。</p>
<pre><code class="lang-sh">str obj
--- ---
</code></pre>
<p><code>cbp character</code>と検索し、characterのcbpを入れていきます。名前はわかりやすいものにしてください。例えば、<code>manny</code>, <code>quinn</code>など。</p>
<p>では繋いでいきます。</p>
<pre><code class="lang-sh">[Get Game Instance] --&gt; [Cast To GM_Defaultconfig] --&gt; [UserCharacterObj]
--&gt; [Find(manny)] --&gt; [Get Object Name] --&gt; [Print String]
</code></pre>
<iframe src="https://blueprintue.com/render/_q-q_ffz/" scrolling="no" allowfullscreen="" style="width:100%;height:400px"></iframe>
<p>基本的にこれを利用して、他のBPと値をやり取りすることになります。例えば、<code>ABP_SandboxCharacter</code>で条件を満たしたとき実行してほしいアニメーション(anim)があったとします。</p>
<p>この場合、まず<code>GM_xxx</code>の変数で<code>UserCharacterAnim</code>をboolean型で作り、実行してほしいタイミングで<code>CBP_SandboxCharacter</code>に書いた<code>Cast To GM_Defaultconfig</code>から<code>UserCharacterAnim</code><code>true</code>に変更します。<code>Set UserCharacterAnim</code>で検索してください。そして、ABPには<code>UserCharacterAnim</code>がtrueならanimを再生する処理を書きます。</p>
<h2 id="functionfunc">function(func)</h2>
<p>次は関数です。関数は簡単で、何度も繰り返す部分を再利用可能な形で残します。それが関数です。</p>
<p>新しい関数を作ってみましょう。左バーの関数(+)を押せば作成されます。名前は<code>FuncTest</code>にします。</p>
<p>関数を表す紫色のボックス(box)を選択した状態でinputとoutputの見てもらって、inputにboolという名前でboolean型を作ります。outputにはstrという名前でstring型を作ります。</p>
<p>処理の内容はboolがtrueなら<code>[yes]</code>というstringを出力し、falseなら<code>[no]</code>にします。</p>
<iframe src="https://blueprintue.com/render/pvn4lao9/2" scrolling="no" allowfullscreen="" style="width:100%;height:400px"></iframe>
<p>確認してみましょう。<code>[9]</code>を押すと<code>[yes][no]</code>が表示されます。</p>
<iframe src="https://blueprintue.com/render/pvn4lao9/1" scrolling="no" allowfullscreen="" style="width:100%;height:400px"></iframe>
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