Exploration in Unreal Engine 4 Blueprinting. Virtual reality game inspired by 2D platformers. Enter into the virtual world, where you're training to be the next best temple explorer.However, in this virtual world is everything as it seems.
This was my first time taking a closer look, into blueprinting. I worked with the oculus base code to edit it to my needs, including changing how teleporting was handled, allowing it to include dynamic objects and to lerp the position instead of instantly teleporting. I set up many key locked systems and elevators in the game. The height of this was creating a weight scale that the correct “weight” objects must be placed on to unlock the artifact.
This class was mainly focused on giving us a glimpse into the game engine pipeline, specifically implementing blueprinting.A lot of the content was very base level, meant to only give an introduction into what is possible. So, to bring my project to the next level I had to explore it on my own and come up with solutions to get everything working right. One of the requirements for the project was that we couldn’t use any pre-made blueprints, so everything was set up by hand.
I learned a lot about Unreal in this class. From the basics of how games are set up to the asset pipeline into the engine. I’ve always had a coding mindset, but this is the first time something started to click right away. I rediscovered my love for programming and finding solutions to creating dynamic immersive projects.