A Walking Man
Karl Martin Kadaja, Marvin Vihman, Silver Laius
Description
We made a scene in Unreal Engine, where there are 5 altars and a man who walks around. Upon stepping on one of the altars, a new post processing graphic is triggered and the appearence of the scene changes. Everything in the scene is modeled in blender by us.
Used for creation
- Unreal Engine 4 - to put it all together
- Blender - making meshes
- Git - to store it on
GitHubGitLab - Visual Studio 2019 - needed to generate the build from .uproject
Links
Repo
https://gitlab.com/marvinvihman/thewalkingman.git THIS DOES NOT WORK IF YOU DOWNLOAD IT AS A ZIP FILE!
Builded version on Drive
https://drive.google.com/drive/folders/1IMH5u6sgriulW4STPwpSB4FWlEH8xVB7?usp=sharing
How to build files needed to run/test it
- Make sure you have Unreal Engine 4.23, Visual Studio 2019, Git and Git LFS installed
- Clone (and if pulling, then git pull; git lfs pull) the project with git, console command: git clone https://gitlab.com/marvinvihman/thewalkingman.git
- Right-click on "TheWalkingMan.uproject", select "Generate Visual Studio project files"
- Run the project
- Active Play Mode -> set as Standalone Game
- Play
Video:
https://drive.google.com/file/d/1tlaqWTTNN-1dhsVOxbbR-hrNIqgflByE/view?usp=sharing
Images:
Done:
- Character in the scene.
- Altars are in the scene.
- Fire added to the altars.
- Grass and ground made.
- Trigger actions added on altar.
- Trees are in the scene.
- Post process effects occur when the altar triggers
What went well:
- We got the altars and particles working pretty well.
- After meeting with Ats, we formatted a lot of the code to be easier and more scaleable. Also the FPS got a bit better thanks to the tips.
- We learned a lot about post processing and its power.
What was problematic:
- We had problems at the beginning using Git Large File Storage. The limit was exeeded within a few days and we could not push or pull any new code. Adding a gitignore fixed it.
- We did not take into account the fact that particle emitters are really heavy on the GPU, especially in bulk and when overlapping.
- We had some git conflicts that made the development process a lot harder than it could have been.