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PROJECT 14 - Prototype endless world generation (chunks)

7/19/2021

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You are in for a big treat today. I have managed to create a small-world to test what we want to use to make our world endless. Hence we have our first prototype actor(chunk)spawning game mode player controller blueprint. It works in 2D right now and we will add the z vector soon.
How it works:
It gets the players current and last tick's position and spawns chunks around a certain area.
Is it hard to make:
Considering I had to use custom events and functions it is not a simple as it looks. It also requires a bit of knowledge around vectors. 
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PROJECT 13 - Hiding the ui when going away from crafting table (crafting table ui)

7/17/2021

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Hello everyone and today we are going to make a small script in Unreal Engine that creates a feature that closes the Crafting Table UI when moving away from a crafting table we opened up previously. (besides using the key we set before which is gonna be used as a  clear ui key)
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PROJECT 12 - CRAFTING TABLE UI - BEGINNING

7/8/2021

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Details will be uploaded soon due to them being literally a lot :). 
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PROJECT 11 - CREATING "WATER" ANIMATED MATERIALS

7/3/2021

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Hey everyone. As we have dived into more advanced project-parts of a minecraft game in unreal engine we are gonna do something nice today. We are gonna create an animated material for water. 
Below you can see the basic structure of it. We get color as texture-colors and normals for our texture-normals duh. As we do work with our water material we discover what is the panner script-action. What panner does is that it makes the normals (because we connected it to the normals) move across the cube-block-shape we will place the material unto. We duplicated our normals to make even more movements on the block making an once again advanced material.
But what's this? We have two colors - light blue is our main water color and we have dark blue too. We learnt about lerp before basically it combines our colors in places. But what is fresnel. Look at the image to the right to understand. 
​Now our water reflect is more advanced and we have spots of deeper water with the darker blue color too.
​
In the final two images below we added another normal - texture that animates the small dark spots you can see in the video when the water is moving. 
​


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Project 10 - ADDING THE STONE FLOOR VARIABLE AND SCRIPTS

6/24/2021

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So today we will add a test stone floor variable to the game. What we really want to do here is to make a branch condition that will check if the height of an instanced block is below the stone floor and also below dirt (since its only a floor now) and place stone. Since we have a lot more work to do with this to create structures and biomes under the ground we are only gonna use this temporarily.

You can see at the images below, that I created the stone floor variable made it public (to be able to set its value) and at the next image you can see the whole scripting which is basically a copy of the dirt floor with stone block added - the add instance which didn't exist before and the extra branch and condition for the rule. You can see the result in the last image. 
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PROJECT 9 - BLOCK REMOVAL SCRIPT

6/20/2021

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Alright, today we will make the block remove script using the right mouse button. Since it's a prototype we are going to use it on the two blocks we have placed.  There are two ways to do it as you can see in the images below. But if we use the remove instance blocks we might experience lagg due to unreal engine updating the whole blueprint every time we delete it. So it's best to stick with the update instance command. And finally a small video to showcase our progress so far. 
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PROJECT 8 - TERRAIN GENERATION - HEIGHT grass AND DIRT FLOOR

6/19/2021

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Getting into even more Advanced Stuff. Today we will be upgrading our terrain generation to detroy our computer err I meant add height and getting closer to minecraft's terrain generation. 
My generator has limits. And we are going to break them. :) Look At the Problem Here. Height is limited due the tile size and sine curve not being fully compatible. 
Picture
Today we will change and improve our terrain blueprint (renamed to terrain generation bp from mc). First we add the Height Variable and Change our scripts to allow the new variable to be used to check and add height. Then we add the scripts required to check and place dirt underneath. Lastly we add the Dirt Floor Variable which is an integer of the Height that will allow us to control the height the dirt floor can achieve. 
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PROJECT 7 - CREATING THE TOOLBAR SELECTION MATERIAL AND SCRIPT.

6/14/2021

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Picture
Alright here things got tougher and in need of greater organization. Below you will see what we want to acomplish. We made a selection material similar to the toolbar boxes but brighter. We added it to the first slot to basically start with an active slot. You can see the mouse wheel down and mouse wheel up as well as the buttons 1-8 to place the only two blocks we currently have. For this demo we suppose to have grass in slot 1 and dirt in slot 2 and the rest are empty. Take a look. Feel free to ask any questions below. 
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PROJECT 6 - Creating the toolbar (material - ui widget , adding it to master hud)

6/12/2021

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 So here we go. We created a material into a box shape and filled it with translucent color so that we can see the game and the item in the box. (We will items to the boxes later).  
We can see how to create the widget as one of the photos clearly shows it. We make a MASTER_HUD if we havent that we add all the other UI Widgets in. Then we make our toolbar_widget and we delete the canvas. We add a size box and a horizontal box and then look at the photos. Dont forget the overlays before the photos.
For measurements I used 80x80 boxes which means total width is 640 and height 80. 
Ow and don't forget to anchor the toolbar when ready. 
If you don't know how to add a UI widget to blueprint there are many many tutorials on such a simple thing. 
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project 5 - fixing all around textures and upgrading materials to look alike.

6/12/2021

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So today I will be handing out the script-blocks used to make grass optimized so that it doesnt look weird from the bottom. And also if you do copy - paste the grass block material we made and change it the way it shows in the photos below you will get a perfect dirt block that sticks well with the grass block. Tadah! ;)
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