AmbitionEarlyHourSky

#アンリアルクエスト に出したゲームのクオリティをアップした。

キャラクターの作り直しを何度もやった。

ハイヒールのカラーをルブタンみたいにして

ニーアみたいなマスクをつけて
kawaiiphysicsでスカートをひらひらさせた。
kawaiiphysicsで胸も揺らした
kawaiiphysicsで髪をなびくようにジョイントを入れ

レベルデザインも少しちゃんとした。

#kawaiiphysics #UE4 #Unrealお兄さん と#塩谷さん と #おかず さん の おかげです。

ダウンロードはこちら

https://drive.google.com/file/d/1q6O0NIBkd-oH1zD50XCDv74sUi6QfIai/view?usp=sharing

最近開いてみたらこんなエラーが出た

This Project requires the ‘ShallowWater’ plugin whitch could not be found.Would you like to desable it continue?If you do you will no longer be able to open any assets created with it. if not the application will close.

このプロジェクトには、見つからなかった「ShallowWater」プラグインが必要です。引き続き無効にしますか?そうすると、それで作成されたアセットを開くことができなくなります。 そうでない場合、アプリケーションは終了します。

ビルドの必要がありそうなので

A案

cd C:\Program Files\Epic Games\UE_5.0\Engine\Build\BatchFiles
Build.bat AmbitionEarlyHourSky Win64 Development "F:\Download\Game\AmbitionEarlyHourSky6.0NoCascade\AmbitionEarlyHourSky.uproject" -rocket

B案

cd C:\Program Files\Epic Games\UE_5.0\Engine\Binaries\DotNET\UnrealBuildTool
UnrealBuildTool.exe AmbitionEarlyHourSky Win64 Development "F:\Download\Game\AmbitionEarlyHourSky6.0NoCascade\AmbitionEarlyHourSky.uproject" -rocket

ERROR: Unable to find plugin ‘ShallowWater’ (referenced via AmbitionEarlyHourSky.uproject). Install it and try again, or remove it from the required plugin list.

と言われるので。

AmbitionEarlyHourSky.uprojectの Plugin から ShallowWaterを消す。

{
	"FileVersion": 3,
	"EngineAssociation": "5.0",
	"Category": "",
	"Description": "",
	"Modules": [
		{
			"Name": "AmbitionEarlyHourSky",
			"Type": "Runtime",
			"LoadingPhase": "Default",
			"AdditionalDependencies": [
				"Engine"
			]
		}
	],
	"Plugins": [
		{
			"Name": "ShallowWater",
			"Enabled": true
		},
		{
			"Name": "Water",
			"Enabled": true
		},
		{
			"Name": "PythonScriptPlugin",
			"Enabled": true
		},
		{
			"Name": "EditorScriptingUtilities",
			"Enabled": true
		},
		{
			"Name": "Bridge",
			"Enabled": true,
			"SupportedTargetPlatforms": [
				"Win64",
				"Mac",
				"Linux"
			]
		}
	]
}

Build.batできたっぽい


C:\Users\furcr>cd C:\Program Files\Epic Games\UE_5.0\Engine\Binaries\Win64\

C:\Program Files\Epic Games\UE_5.0\Engine\Binaries\Win64>cd ../../

C:\Program Files\Epic Games\UE_5.0\Engine>cd C:\Program Files\Epic Games\UE_5.0\Engine\Build\BatchFiles

C:\Program Files\Epic Games\UE_5.0\Engine\Build\BatchFiles>Build.bat AmbitionEarlyHourSky Win64 Development "F:\Download\Game\AmbitionEarlyHourSky6.0NoCascade\AmbitionEarlyHourSky.uproject" -rocket
Using bundled DotNet SDK
Log file: C:\Users\furcr\AppData\Local\UnrealBuildTool\Log.txt
Creating makefile for AmbitionEarlyHourSky (Build.version is newer)
ERROR: Unable to find plugin 'ShallowWater' (referenced via AmbitionEarlyHourSky.uproject). Install it and try again, or remove it from the required plugin list.

C:\Program Files\Epic Games\UE_5.0\Engine\Build\BatchFiles>Build.bat AmbitionEarlyHourSky Win64 Development "F:\Download\Game\AmbitionEarlyHourSky6.0NoCascade\AmbitionEarlyHourSky.uproject" -rocket
Using bundled DotNet SDK
Log file: C:\Users\furcr\AppData\Local\UnrealBuildTool\Log.txt
Creating makefile for AmbitionEarlyHourSky (Build.version is newer)
Parsing headers for AmbitionEarlyHourSky
  Running UnrealHeaderTool "F:\Download\Game\AmbitionEarlyHourSky6.0NoCascade\AmbitionEarlyHourSky.uproject" "F:\Download\Game\AmbitionEarlyHourSky6.0NoCascade\Intermediate\Build\Win64\AmbitionEarlyHourSky\Development\AmbitionEarlyHourSky.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="C:\Users\furcr\AppData\Local\UnrealBuildTool\Log_UHT.txt" -installed
Reflection code generated for AmbitionEarlyHourSky in 6.3933034 seconds
Building AmbitionEarlyHourSky...
Using Visual Studio 2019 14.29.30141 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.29.30133) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
[Adaptive Build] Excluded from AmbitionEarlyHourSky unity file: MyBlueprintFunctionLibrary.cpp, SaveToText.cpp, TextFileToString.cpp, AmbitionEarlyHourSky.cpp, AmbitionEarlyHourSkyCharacter.cpp, AmbitionEarlyHourSkyGameMode.cpp
Distributing 23 actions to XGE
--------------------Build System Warning---------------------------------------
License is invalid:
    License information is invalid. Please try reloading your license file using the Coordinator Monitor application on the Coordinator machine, or reinstall IncrediBuild.
    This build will run in standalone mode.

-------------------------------------------------------------------------------

Build ID: {5E64F7BF-47B0-4AF8-8F9B-4464A50705EC}

--------------------Project: Default-------------------------------------------
[1/23] SharedPCH.Engine.ShadowErrors.cpp (0:51.37 at +0:00)
[2/23] OpenImageDenoise.dll (0:00.64 at +0:51)
[3/23] tbb.dll (0:00.26 at +0:52)
[4/23] d3d12SDKLayers.dll (0:00.31 at +0:52)
[5/23] D3D12Core.dll (0:00.28 at +0:52)
[6/23] tbb12.dll (0:00.31 at +0:52)
[7/23] AmbitionEarlyHourSkyCharacter.cpp (0:01.64 at +0:53)
[8/23] AmbitionEarlyHourSkyGameMode.cpp (0:01.01 at +0:54)
[9/23] SaveToText.cpp (0:00.60 at +0:55)
[10/23] MyBlueprintFunctionLibrary.gen.cpp (0:00.62 at +0:56)
[11/23] AmbitionEarlyHourSkyCharacter.gen.cpp (0:00.92 at +0:57)
[12/23] MyBlueprintFunctionLibrary.cpp (0:00.57 at +0:58)
[13/23] TextFileToString.gen.cpp (0:00.62 at +0:58)
[14/23] AmbitionEarlyHourSky.cpp (0:00.70 at +0:59)
[15/23] AmbitionEarlyHourSky.init.gen.cpp (0:00.64 at +1:00)
[16/23] TextFileToString.cpp (0:15.11 at +1:00)
[17/23] AmbitionEarlyHourSkyGameMode.gen.cpp (0:01.00 at +1:15)
[18/23] Default.rc2 (0:00.48 at +1:16)
[19/23] Module.KawaiiPhysics.cpp (0:03.53 at +1:17)
[20/23] Module.KawaiiPhysics.gen.cpp (0:03.40 at +1:20)
[21/23] SaveToText.gen.cpp (0:00.65 at +1:24)
[22/23] AmbitionEarlyHourSky.exe (0:26.03 at +1:24)
   Creating library F:\Download\Game\AmbitionEarlyHourSky6.0NoCascade\Binaries\Win64\AmbitionEarlyHourSky.lib and object F:\Download\Game\AmbitionEarlyHourSky6.0NoCascade\Binaries\Win64\AmbitionEarlyHourSky.exp
[23/23] AmbitionEarlyHourSky.target (0:00.34 at +1:50)
---------------------- Done ----------------------

    Rebuild All: 1 succeeded, 0 failed, 0 skipped

1 build system warning(s):
   - License is invalid

Total time in XGE executor: 111.50 seconds
Total execution time: 128.20 seconds

C:\Program Files\Epic Games\UE_5.0\Engine\Build\BatchFiles>

リビルドするか聞かれる。リビルドで、30秒後ぐらいに起動した!

スカートのリグなどを頑張ったオリジナル作品のAmbitionSkyWaterをUE5でビルドしなおして、ポスプロなどブラッシュアップして動画を取り直した #UE5 #UnrealEngine5 #スカート #リグ #Rig #skirts

Unreal Engine C++ Developer: Learn C++ and Make Video Games | Udemy UE4.25 Simple Shooterで自分なりに理解したこと。00400 ~チャネルによるライントレース~

world.h>LineTraceTestと検索

LineTraceTestByChannel

/ **
*特定のチャネルを使用して世界に対して光線をトレースし、ブロッキングヒットが見つかった場合に戻ります。
* @paramStart光線の開始位置
* @paramEnd光線の終了位置
* @paramTraceChannelこの光線が含まれる「チャネル」。ヒットするコンポーネントを決定するために使用されます。
* @paramParamsトレースに使用される追加のパラメーター
*このトレースに使用される@paramResponseParam ResponseContainer
* @ returnブロッキングヒットが見つかった場合はTRUE
* /	

// LINE TRACE

	/**
	 *  Trace a ray against the world using a specific channel and return if a blocking hit is found.
	 *  @param  Start           Start location of the ray
	 *  @param  End             End location of the ray
	 *  @param  TraceChannel    The 'channel' that this ray is in, used to determine which components to hit
	 *  @param  Params          Additional parameters used for the trace
	 * 	@param 	ResponseParam	ResponseContainer to be used for this trace
	 *  @return TRUE if a blocking hit is found
	 */
	bool LineTraceTestByChannel(const FVector& Start,const FVector& End,ECollisionChannel TraceChannel, const FCollisionQueryParams& Params = FCollisionQueryParams::DefaultQueryParam, const FCollisionResponseParams& ResponseParam = FCollisionResponseParams::DefaultResponseParam) const;
	

LineTraceSingleByChannel

/ **
*特定のチャネルを使用して世界に対して光線をトレースし、最初のブロッキングヒットを返します
* @paramOutHit最初のブロッキングヒットが見つかりました
* @paramStart光線の開始位置
* @paramEnd光線の終了位置
* @paramTraceChannelこの光線が含まれる「チャネル」。ヒットするコンポーネントを決定するために使用されます。
* @paramParamsトレースに使用される追加のパラメーター
*このトレースに使用される@paramResponseParam ResponseContainer
* @ returnブロッキングヒットが見つかった場合はTRUE
* /	

/**
	 *  Trace a ray against the world using a specific channel and return the first blocking hit
	 *  @param  OutHit          First blocking hit found
	 *  @param  Start           Start location of the ray
	 *  @param  End             End location of the ray
	 *  @param  TraceChannel    The 'channel' that this ray is in, used to determine which components to hit
	 *  @param  Params          Additional parameters used for the trace
	 * 	@param 	ResponseParam	ResponseContainer to be used for this trace	 
	 *  @return TRUE if a blocking hit is found
	 */
	bool LineTraceSingleByChannel(struct FHitResult& OutHit,const FVector& Start,const FVector& End,ECollisionChannel TraceChannel,const FCollisionQueryParams& Params = FCollisionQueryParams::DefaultQueryParam, const FCollisionResponseParams& ResponseParam = FCollisionResponseParams::DefaultResponseParam) const;

TraceChannelの設定はこう

LineTraceSingleByChannelの引数にはECollisionChannel がある

LineTraceSingleByChannel(struct FHitResult& OutHit,const FVector& Start,const FVector& End,ECollisionChannel TraceChannel,const FCollisionQueryParams& Params = FCollisionQueryParams::DefaultQueryParam, const FCollisionResponseParams& ResponseParam = FCollisionResponseParams::DefaultResponseParam) const;

ECollisionChannel の定義を開く

Config/DefaultEngine.ini ひらくとさっき設定したものがデータになってる

+EditProfiles=(Name="NoCollision",CustomResponses=((Channel="Bullet",Response=ECR_Ignore)))
+EditProfiles=(Name="OverlapAll",CustomResponses=((Channel="Bullet",Response=ECR_Ignore)))
+EditProfiles=(Name="InvisibleWall",CustomResponses=((Channel="Bullet",Response=ECR_Ignore)))
+EditProfiles=(Name="InvisibleWallDynamic",CustomResponses=((Channel="Bullet",Response=ECR_Ignore)))

Gun.hに

	UPROPERTY(EditAnyWhere)
	float MaxRange = 1000;

Gun.cppに戻る

UE4/Engine/Sounce/Runtime/Engine/Public/DrawDebugHelpers.h

DrawDebugPointを使う

	FVector End = Location + Rotation.Vector() * MaxRange;
	// TOTO: LineTrace
  / **デバッグポイントを描画します* /
  /** Draw a debug point */
	float Size=20.0;
	FColor PointColor::Red;
	bool bPersistentLines = true;
	float LifeTime = -1.f;
	uint8 DepthPriority = 0;
	DrawDebugPoint(GetWorld(), Location,Size ,Color , bPersistentLines, LifeTime, DepthPriority)
	

なんか右にでる

LineTraceSingleByChannelを使う

UE4/Engine/Source/Runtime/Engine/Classes/Engine/world.hにある

/ **
*特定のチャネルを使用して世界に対して光線をトレースし、最初のブロッキングヒットを返します
* @paramOutHit最初のブロッキングヒットが見つかりました
* @paramStart光線の開始位置
* @paramEnd光線の終了位置
* @paramTraceChannelこの光線が含まれる「チャネル」。ヒットするコンポーネントを決定するために使用されます。
* @paramParamsトレースに使用される追加のパラメーター
*このトレースに使用される@paramResponseParam ResponseContainer
* @ returnブロッキングヒットが見つかった場合はTRUE
* /	
/**
	 *  Trace a ray against the world using a specific channel and return the first blocking hit
	 *  @param  OutHit          First blocking hit found
	 *  @param  Start           Start location of the ray
	 *  @param  End             End location of the ray
	 *  @param  TraceChannel    The 'channel' that this ray is in, used to determine which components to hit
	 *  @param  Params          Additional parameters used for the trace
	 * 	@param 	ResponseParam	ResponseContainer to be used for this trace	 
	 *  @return TRUE if a blocking hit is found
	 */
	bool LineTraceSingleByChannel(struct FHitResult& OutHit,const FVector& Start,const FVector& End,ECollisionChannel TraceChannel,const FCollisionQueryParams& Params = FCollisionQueryParams::DefaultQueryParam, const FCollisionResponseParams& ResponseParam = FCollisionResponseParams::DefaultResponseParam) const;

Gun.hはこんなんで

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Gun.generated.h"

UCLASS()
class SIMPLESHOOTERCP2_API AGun : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	AGun();

	void PullTrigger();

protected:
	// Called when the game starts or when spawned
	virtual void BeginPlay() override;

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;
private:
	UPROPERTY(VisibleAnyWhere)
	USceneComponent* Root;

	UPROPERTY(VisibleAnyWhere)
	USkeletalMeshComponent* Mesh;

	UPROPERTY(EditAnyWhere)
	UParticleSystem* MuzzleFlash;

	UPROPERTY(EditAnyWhere)
	float MaxRange = 1000;
};

Gun.cppはこんな感じになった

// Fill out your copyright notice in the Description page of Project Settings.


#include "Gun.h"

#include "Components/SkeletalMeshComponent.h"
#include "Kismet/GameplayStatics.h"
#include "DrawDebugHelpers.h"
// Sets default values
AGun::AGun()
{
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

	Root = CreateDefaultSubobject<USceneComponent>(TEXT("Root"));
	SetRootComponent(Root);

	Mesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Mesh"));
	Mesh->SetupAttachment(Root);


}
void AGun::PullTrigger()
{
	UE_LOG(LogTemp,Warning,TEXT("You have been shot!! "));
	//MuzzleFlashSocket
	UGameplayStatics::SpawnEmitterAttached(MuzzleFlash, Mesh, TEXT("MuzzleFlashSocket"));
    
	APawn* OwnerPawn = Cast<APawn>(GetOwner());
	if(OwnerPawn==nullptr)
	{
		return;
	}
	AController* OwnerController= OwnerPawn ->GetController();
	if(OwnerController==nullptr)
	{
		return;
	}
	FVector Location= OwnerPawn->GetActorLocation();
	FRotator Rotation;
	OwnerController->GetPlayerViewPoint(  Location, Rotation );
	FVector End = Location + Rotation.Vector() * MaxRange;
	// TOTO: LineTrace

	float FOVDeg=90;
	float Scale=2.f;
	FColor const& Color=FColor::Blue;
	bool bPersistentLines=true;
	float LifeTime=-1.f;
	uint8 DepthPriority = 0;
	DrawDebugCamera(GetWorld(), Location, Rotation, FOVDeg, Scale, Color, bPersistentLines, LifeTime, DepthPriority);

	float Size2 = 20.0;
	FColor const& Color2= FColor::Green;
	bool bPersistentLines2 = true;
	float LifeTime2 = -1.f;
	uint8 DepthPriority2 = 0;
	//DrawDebugPoint(GetWorld(), Location,Size2 ,Color2 , bPersistentLines2, LifeTime2, DepthPriority2);
	DrawDebugPoint(GetWorld(), Location,Size2 ,Color2 , bPersistentLines2);
    DrawDebugDirectionalArrow(GetWorld(), Location, End, 3.0, FColor::Blue, bPersistentLines);

	FHitResult Hit;
	ECollisionChannel TraceChannel = ECollisionChannel::ECC_GameTraceChannel1;
	bool bSuuccess = GetWorld()->LineTraceSingleByChannel(Hit,Location,End,TraceChannel);
	if(bSuuccess==true)
	{
		UE_LOG(LogTemp,Warning,TEXT("HitWall!! "));
		DrawDebugPoint(GetWorld(), Hit.Location,40.0 ,FColor::Red , bPersistentLines2);
	}
	DrawDebugPoint(GetWorld(), End,Size2 ,FColor::Red , bPersistentLines2);
}

// Called when the game starts or when spawned
void AGun::BeginPlay()
{
	Super::BeginPlay();
	
}

// Called every frame
void AGun::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);

}

ThirdPerson Idol UE4 upperarm_twist_01_l is Not shoulder Position

ThirdPerson Idol UE4 upperarm_twist_01_l is Not shoulder Position

Steps.
Step01 Make ThirdPerson Project
Step02 Export FBX ThirdPersonIdle
Step03 Checkbox All OFF
Step04 Checkbox Only Export PreviewMesh ON
Step05 Export
Step06 Open FBX
Step07 Check upperarm_twist_01_l is Not shoulder Position
Step08 Check lowerarm_twist_01_l is Not hand_l Position

Step07 Check upperarm_twist_01_l is shoulder Position
Step08 Check lowerarm_twist_01_l is hand_l Position

ThirdPersonIdle.FBX
ThirdPerson_Jump.FBX
ThirdPersonJump_End.FBX
ThirdPersonJump_Loop.FBX
ThirdPersonJump_Start.FBX
ThirdPersonRun.FBX
ThirdPersonWalk.FBX
is All Have this miss takes

nobolu.ootsuka.unrealengine@gmail.com