Website powered by

How did I deal with… Producing Interaction, Part 1

Original Article: https://www.3dartviz.com/skills/skills-management/establishing-guidelines-real-time-pipeline.html#producing-interaction_part1
The main part of the production at this stage consists of making a prototype using Blueprints (BP), testing, and rewriting until it works. Once the prototype is functional, I’m writing the basic interaction in C++, using:
• An Actor Component on my player character driving the Interaction through
• An Input Action
• Overlapping the collectible BPs, and
• Sending messages to UI using Event Dispatchers.
This is the functions’ order in my Blueprints sequence:
1. A pickups counter updates the number of collected items.
2. A function loops through the pickups, eliminating those that don't have an implemented interface.
3. The counter triggers an Event Dispatcher when it reaches TotalItems –1, updating the UI.
4. When the counter reaches the total number of pickups, it sends several messages to update the UI, for example, unlocking the exit gates.
With these functionalities working (and some more for the gates, counter, game mode and pickups), we are in the position to draw some schematics for the C++ logic:

Schematics showing translation from Blueprints to C++ logic.

Schematics showing translation from Blueprints to C++ logic.