It is not just a 3rd person RPG game in unreal engine 4. Its a World that is breathing and living. All the animals AI are literally alive. They react with the main player with real time day night system. Welcome to the Mystic world.
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For youtube video on mystic 4 you can visit my site from where you can find the youtube videos link. Also I post my updates on this game daily on my insta and linkedn. You can find the link of my profile from my site.
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</style>The things I have learned using Unreal engine 4 -
feature added - 1 - AIs(c++).(pawn sensing comp and AI module in built) 2 - Attack animation. 3 - paragons(Kwang , Shinbi , Yin). 4 - character selection screen using widget blueprints. 5 - main menu using widget blueprints. 6 - multiplayer using switch has authority(blueprints). 7 - Particle systems using C++. 8 - made Materials and Materials instance. 9 - Added different types of attacks and ability to character. 10 - Shinbi can literally fly. 11 - God Rays using exponential height fog. 12 - Sound effects. 13 - Screen shake using C++. 14 - Slow motion. 15 - Day and night cycle .(using blueprints) 16 - Character moments refined. (C++) 17 - Animals.(dragon, deer, Fox and Wolves) 18 - Niagara creation .(emitter and system) 19 - Penumbras. 20 - Checkpoints. 21 - Completed level 1 - Trinity archipelago. 22 - Added moon. 23 - Learned how to make sound cues. 24 - added sounds and Niagara effects using add notify. 25 - Learned to make animation montage 26- post process vol 27-sky box 28-megascans 29-sound cues 30-sound cues random sounds. 31-add notify in animation asset. 32-blend space. 33-adding particule effects using ugameplaystatic c++ in CPP and particlesystem* in h. 34 - adding montage using uabilitysystemcomponent in CPP and gameplay ability in h. 35- added sounds using c++ gameplay static.h we include. 36-LOD reduction of triangle. 37-character moment creation in c++ 38-damage in c++. 39-guns firing in c++. 40-cheat code in c++ 41-how to spawn an attach an actor in blueprint nd c++ 42-level streaming 43 - maximo 44- fbx to montage. 45-made animation blueprint from animation sequence. 46- behaviour tree random moment. 47-random mov using c++ 48-worked with state in event graph of anim BP 49-creation of blendspace using fbx(anime sequence) and using it in anim BP states. 50- sequencer/cinematics. 51-behaviour tree player chase. 52-landscape 53-folliage 54-heightmap 55-inverse kinamatic foot placement. using c++. 56 -change the AI parent class to DetourCrowdAIController(so that enemy would not collide with each other ) 57-tick strafe on in AI_controller for repeated attacks after time to time when the player is in sight. 58-what is construction script and it's relationship with uproperty that we use in c++. 59- reverse animation using play rate -1. 60- making damage to enemy using sphere trace method. 61-adding health bar to enemies 62-interactive foliage 63-resume screen. 64-enemy kill 65-uspringarmcompo change the length when certain action is performed like when in combat its length Inc in mystic 4. 66-camera lag. 67- setup custom surface type. 68- add multiple hit effects type.. using surface type and switch (c++). 69-behaviour tree adv AIs. 70-setting up custom trace channel. 71-worked with target points 72-worked with level blueprint. 73-save and load using blueprint obj and instance. 74-zoom in zoom out using clamp in c++ 75-zoom in and out in blueprints. 76-set delay using blueprint. 77-set delay using c++ GetWorldTimerManager().SetTimer(values nd all)..where GetWorldTimerManager Is a predefined method. 78-using actor component to add health to player.(c++) 79-use on hit event for static mesh to perform function when hit the mesh...it is implemented in level blueprint and by clicking right click on the mesh. 80-also played with other events. 81-dash ability using launch character node. 82-using rendering in Niagara system so to use texture as niagara effects. 83-mesh rendering in Niagara. 84-adding custom events using DECLARE_DYNAMIC_MULTICAST_DELEGATE(). 85-played with pain causing volume...I can create some poison lake in which the player gets hurt when enter. 86-blend mode ..masked opaque etc. 87-material domain in materials. 88-launch character using c++ 89-ray tracing 90-radial force c++ 91-sound cue using c++ 92-animation seq addition of character. 93-animation seq - camera moment 94-animation seq and sound and particle effects. 95-animation seq fade in and out using fade in track and 0&1. 96-multiplayer using c++. 97-playing sound using UsoundBase in h..and spawnsoundatlocation. 98-using delay fn that is stored in kismetSystemLibrary. 99-anim play using UAnimMontage.
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