Discovering Dynamic Ledges in Unreal Engine
Exciting developments in Unreal Engine have always been part and parcel of the game development community’s hustle. But what about dynamic ledge detection using Blueprints and the CPU WorldLocationToFirstPerson
function? Sounds complex? Let’s break it down into simpler terms for everyone to understand.
What’s the Buzz?
Unreal Engine’s recent update to version 5.5 has brought native first-person rendering support. While still in its early days, this addition is already promising more robust assistance than many existing methods. The CPU WorldLocationToFirstPerson
function, for instance, helps convert spaces for gameplay, providing developers with more precise control.
Senior Technical Designer Hristo Enchev has been actively sharing his experiences and breakdowns on how to use these new features effectively. Recently, Hristo shared a thread on Twitter about his first-person weapon project in UE5.5. The new rendering support is thoroughly explored, pointing out both its strengths and limitations.
Ledges, Your Character’s Best Friend
Dynamic ledge detection might sound technical, but it’s essentially about making your game character interact more naturally with the world. Imagine a character swiftly grabbing the edge of a cliff or pulling themselves up onto a ledge without it looking awkward or glitchy. That’s where dynamic ledge detection comes into play.
In his insightful Twitter thread, Hristo Enchev detailed how you can figuratively grab these ledges using Blueprints and the CPU WorldLocationToFirstPerson
function. It’s essentially an educational guide for anyone looking to implement these features in their projects with ease.
Walking Through the Steps
Understanding how to achieve this involves a blend of understandable examples and practical steps. Hristo’s detailed breakdown contains numerous videos and screenshots, making it a handy guide for game developers. Here’s a quick overview:
- Start by setting up the basic character movement and interaction using Blueprints.
- Utilize the CPU
WorldLocationToFirstPerson
function to calculate the necessary spatial data. - Incorporate logic that allows the character to recognize and react to ledges dynamically.
- Refine the interaction to ensure it appears natural, adjusting occlusion bounds and handling distortions, as Hristo noted in his demos.
If you’re keen to dive deeper, all the Blueprints and resources are available on GitHub.
Current Limitations
No new feature comes without its quirks, and Unreal Engine’s latest update is no exception. Hristo pointed out some limitations, including:
- No support for world shadows and shadows cast from attached or parent meshes.
- Occlusion bounds not updating to account for distortion and scale.
- Lack of support for other types of Axis Constraint FOVs.
- No per-vertex control for the strength of the effect on a single primitive, so legs and arms in the same mesh can be an issue.
Community Insights
Hristo Enchev frequently shares technical insights and tips on his Twitter page, making it a great resource for both budding and seasoned game developers. You can follow his updates and conversations on Twitter:
Bringing It All Together
With Unreal Engine’s new features and the community sharing their knowledge so freely, game development becomes an exciting journey of learning and creating. Hristo Enchev’s breakdowns and tutorials are invaluable resources for those venturing into the depths of Unreal Engine’s capabilities.
Stay tuned for more updates and continue exploring these tools to make the most out of your game development endeavors.
And hey, don’t forget to check GitHub for all the fascinating Blueprints and guides shared by our ever-generous game development community.