Week 10 – VR Final Progress Update

SVN Setup

Our group finished setting up SVN for the project. I thought it was going to be easy and might take just a few minutes to set up since Luna has done this before. But for some reasons my folders kept having trouble syncing and took FOREVER to downloading all the files from the server and then showed me a bunch of error.

Screen Shot 2019-04-15 at 4.00.14 PM

I ended up removing the entire folder twice to get the files successfully linked and work properly.

Volumetric Fog

Following this Unreal Engine Demo, I learned how to add volumetric fog.

Screen Shot 2019-04-16 at 10.21.45 AM

At first the fog is barely noticeable, but after playing around with the variables such as intensity I was able to get the fog. Also, since I only have very few items in this testing ground, the fog doesn’t look as real as the video shows, but once we add the fog in the scene I’m sure the fog will appear more dynamic and interesting.

Light Source Blueprint

While I was struggling to get the folders set up properly, I started to build some pieces in my midterm file locally so that I can just migrate the objects to the shared file later on. I worked on the light source animation. I want to create a blueprint so that the light source oscillates and once it hits an object, the light source disappears and the object it hits light up.

Screen Shot 2019-04-16 at 10.14.58 AM

(Visual representation)

So first I copied the oscillate blueprint I did for the butterflies in my midterm. But even just copying over caused me a bit of troubles because there were things that went missing and I had no idea what was going one. I later on remembered how to add timeline and float component and that solved the blueprint error.

Screen Shot 2019-04-16 at 10.29.39 AM.png

Screen Shot 2019-04-16 at 10.26.08 AM

However, when I tried to add in blueprint to toggle visibility for the light source, it didn’t work. To get the effect I wanted, this is what I think should happen. I set up a box collision around the light source and added the event “on component hit”, I then create a simple sequencer to the light source BP so that when it hits an object (a random cube in my testing file, I also added a box collision around the cube), the collision will trigger the event in my blueprint and turn off visibility of my light source.

That didn’t work. Both the sequencer and the event blueprint.

Screen Shot 2019-04-16 at 10.35.27 AM

Based on the description of the events I think the ono component hit is more align to the effect I want, but I also tried on component begin. Neither works. And the sequencer wasn’t playing either when I pressed play. I’m not sure what’s going on, maybe it’s the way I set it up or the logic behind what I want to do is wrong.

After talking to Todd, turns out that I simply need to use “on component begin overlap” instead of hit because I have overlap box ticked in collision tab in blueprint instead of hit. As of sequencer, I forgot to select autoplay in setting.

UE Starter Content/Demo Material Available

I also found some animations from the ContentExamples that we might be able to use in our world such as the ones in Physics level.

Todd also suggested this demo for our grabbing object motion. Will learn more about it in class today.

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