Three-lane Parkour example Blocksrun technical point

Source: Internet
Author: User

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Maybe some friends take examples and don't know what to look at, or not clear the point.

I do not bother to record video, simply write a post to explain

Main technical points:

1.tile+trigger for unlimited terrain refresh, almost like parkour.

2.setactorlocation+timeline implements the actor-timed move, which is the practice of the official push actor move

3.Collison event, with collision resolution processing, there is a simple vector point multiplication in the direction of the wall, this is also a common wording

4.Tick Refresh role Location instead of direct refresh via input, this is the idiom of parkour game

5. BP-made three-wire parkour lane

6.AddChildActorComponent Creating obstacles

7.BP Inheritance architecture and reuse

8. Ragdoll processing when character death


Areas needing improvement:

1. Camera control at the time of death

2. Key buffer handling for continuous lane change

3.Coin refresh Bug, has been marked in Bp_coin, suspect is an engine problem

4. Many classes should be rewritten better with C + + and then use BP to inherit


Project Link: Http://t.cn/RqU3eEH Password: 96ua


This article is from the "play The Old G" blog, please be sure to keep this source http://goldlion.blog.51cto.com/4127613/1761294

Three-lane Parkour example Blocksrun technical point

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