In this post I will demonstrate my custom implementation of a clustering algorithm in Unreal Engine C++. I used this clustering in my game to determine the deadly areas for NPC to enhance its AI so that NPC could avoid or consider these areas in some other way (e.g. proactively attack the area in a…
The solution I’d like to demonstrate allows to modify Navigation Mesh during game to allow NPC avoid high-cost areas. This is how it looks in game (when debugging NavMesh): The NavModifierVolume was added during a game after an NPC was killed in that area. After that the NPC does not want to come close to…
I’d like to share a solution that notifies about a possible attack with a ranged weapon. I use this approach in my game. In its core, this solution (I’ll call it “the Enemy Attack Prediction System”) extrapolates movement of pawns (e.g. Hero and Enemy), and it notifies the victim if there is a range weapon…
In this post, I’ll demonstrate how I implemented weapon-based raycasting (line tracing from weapon) as an alternative to the default center-screen approach. Here is the in-game demonstration of the solution (from 1:04, 13 seconds). Red dynamic crosshair points to the actual hit location: Handled Challenges Ranged weapon vs screen raycasting hit locations (e.g. shooting…
This is my very small but challenging (for me) pet project that can be named “Hello bitcoin World!” that I made in a day having no prior knowledge about it from a programming point of view. It is not related to Unreal Engine. Idea: Create a C++ function that generates a hierarchical deterministic wallet (HD…