Unreal Engine 4 Adventures Part 15

Another NPC, this time a rat… and not just because every RPG needs giant rats, but because I love rats and other rodents so much. :)


I used very similar modeling techniques to what I learned when creating the female NPC, only this was much simpler.


I managed to do a much better UV unwrapping job with this model too, on the right side of the picture above you can see the UV map with the legs, ears, eyes and body unwrapped separately. The body is unwrapped as two sides, but I stacked them over the top of each other since I’m going to just be mirroring the body pattern anyway.


I used a similar coloring scheme to the female NPC, just some basic colors for now.


It looks pretty good in game, it’s also been rigged up with idle, walk and an attack animation so I finally have an enemy that actually attacks with a real animation now. This will be featured in my next video. :)

Unreal Engine 4 Adventures Part 14

I’ve learned a lot these past few weeks and have a lot to show in the video below.

This is my first time creating a character entirely from scratch, modeling it, unwrapping it, texturing it, rigging it and animating it in Blender. It’s far from perfect and has a host of issues at the moment, but it sure brings the tavern to life when added to UE4 with some blend spaces and AI. :)


This also means I will be able to go back and properly unwrap and texture my spider just as I did with her, now that I know how to do it properly.


I created her from a reference image with the idea that she would resemble a tavern owner or staff.

I followed this tutorial series using my own reference image.

Currently there are issues with the following; body clipping through clothes, my unwrap/seam marking job was kind of poor, ragdoll physics get messy at the feet.

Unreal Engine 4 Adventures Part 13

Lots of progress lately – item descriptions, level up notifications, ability to add skill points on character sheet, combat log for outgoing and incoming damage, weapon damages based on appropriate player skills/attributes,┬ámaximum health/mana based on player attributes, out of combat health/mana regeneration and the ability to equip off-hands with one-hands already equipped.

Most of the new features (at least the ones that can be visually shown) are shown here in this new video.

I recently learned how to use event dispatchers properly so I’ve been having lots of fun and boosting functionality for many of my systems, especially the combat log.

The below image shows how I calculate my damage numbers for all strength-based one-handed weapons.


So lets say the short swords base minimum damage it can do is 2 and the maximum is 5. And lets say our player has a total of 8 strength and 3 in one-handed weapon skill. This would make the min and max damage 2.09 times the base damage, so the weapon would be doing 4 to 10 damage when rounded. Compared to a player with only 5 strength and 1 one-hand weapon skill, this is a fairly significant difference in damage range, especially on a more powerful weapon with higher min/max base damage.

Unreal Engine 4 Adventures Part 12

Up until now I had been equipping my torch in the main hand with no room for another weapon. Now I’ve made the appropriate animations and modifications to the inventory and equipment system to allow items flagged as ‘offhand’ to be equipped in the left hand, along side one-handed weapons in the main hand.

Note that this does not allow for dual wielding of weapons, only for use with off-handable items such as the torch or my newly created shield item.

I probably won’t be having a dual-wielding system in my game as I think it detracts to much from the usefulness of off-hands in so many games. I want to have the player make a decision between which off-hands they would want to use (if any) in certain situations rather than defaulting to the extra DPS of having two weapons.

Unreal Engine 4 Adventures Part 11

I took a break from programming and my stats system to do some level design. In this video I take an ‘in depth’ look at the cave I had shown briefly a few posts ago… armed with only a torch. ;)

This entire cave is made of only 4 different rock meshes and 3 different cave ’tiles’ (basically flatter more modular rocks) I made in blender.

Oh yeah, arachnophobia warning I guess. :p

Unreal Engine 4 Adventures Part 10

I’ve been doing lots of work planning out my RPG’s stat system, I’ve decided to have attributes and skills for the player character; details can be found in this document.

I’ve also spent hours of tedious work integrating them into my game (working with UMG can be so boring when you have to set up dozens of bindings). I have also created a simple blood splatter particle system and given the Short Sword a line trace (hit-scan) combat mechanic to use against the spider I showed in some early posts.

This video demonstrates all of the above as well as creating a character with the new attribute system and setting attributes and gaining experience, a level and being rewarded 1 skill point.

Unreal Engine 4 Adventures Part 9

Lots more content! New animations, new particle systems, head bob, a torch weapon, a blink spell, a light spell and a dank cave.

I love that I get to just create this kind of stuff now that so much of the tedious back end work is done.

All is demonstrated in this video. :)

Many of the particle effects are placeholders at the moment with recolored/modified default particle systems, but I will soon make my own.

Unreal Engine 4 Adventures Part 8

After much hard work I finally have a working inventory system and several new items!

The inventory system is based off the official UE4 UMG Inventory tutorial, but I’ve beefed it up with my own additions… including consumable/non-consumable items, text and image based inventory slots and having the inventory save with the character save file.

Just about everything is shown in the video below (25mb).

The scroll and potions are both consumable so after they have been used they are removed from the inventory. The weapons are both non consumable so they can be equipped to CurrentWeapon while staying in the inventory.

I also made a bunch of icons for future use…


And I’ve been experimenting with glass materials and refraction, this potion is kind of ugly at the moment, but you can at least see the glass and liquid inside.


Unreal Engine 4 Adventures Part 7

Some more UMG, this time with a main menu, character creation and an in-game character sheet. I have also implemented save and load features which store character data to the game folder. All is showcased in the following video. :)

I still need to create a proper inventory system and have that added to the player’s save file as well. At the moment the inventory and spellbook is really just a list of buttons that equip certain weapons/spells.

Unreal Engine 4 Adventures Part 6

Lately I’ve been working on UMG Widgets, first person animations and sockets.

The following picture shows a socket added to the right hand bone and offset correct to be able to hold various one handed weapons and items I create. I also have a different socket for spell effects as they sit in the hand differently.


This next picture shows the blueprint flow when that particular short sword is equipped. First the Equipped string is set to Short Sword (this is how I keep track of what weapon is equipped and also to display the name of the weapon to the user in the HUD). Next the short sword is spawned in on the character and attached to the socket. Finally, the idle animation for one handed weapons is played on a loop until something else happens.


And here I have a webm showcasing all these features put together with a UI and attack animations. I have also improved upon my previous fireball spell by giving it proper animations which I can then use for different spells as well.