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Showing posts from October, 2019

10/14-18

Oct 14-18     Last week was mainly small bug fixes and dealing with SVN issues. Dealing with the SVN was a pain but I think now it will be worth the time we spent fixing it. The first thing I wanted to do was to remove the old repos to avoid stuff being taken from other projects and breaking redirectors. This caused the main issue as we tried to delete repos that had files that were still locked, just on working copies we didn't have. The way we overcame this was to go into the "check for modifications" window and get locks for all files. Then it complained that we didn't have locks for some of the files because of those locks on non-existent working copies. To fix that we were able to break those locks and release all of the other locks. Only after ll of that we were able to delete the old directories. Also in my research into SVN-Unreal integration, I found that it is not possible to check in DefaultGame.ini or DefaultEngine.ini like you would any other file. Inst

10/7-11

Oct 7-11     Over the past week I have been doing two major things. Organizing the programming team and redoing the flashlight. Monday and Tuesday were spent teaching the first year programmers in the group what the SVN is and how to use it. This was made a little easier with the integrated source control in UE4, but it was still challenging to understand the concept and how to work in it as a team. We did find a bug in unreal in the integrated source control. If you tried to sync your content folder with the SVN's, unreal would crash and once you loaded it back up, then it would sync. Also with the integrated source control is the developer folder that I did not know existed. This will be useful for our whole team and having a place where we can test new blueprints before creating them in he main project.     Getting the flashlight to work in the way we wanted (the player would have to pick up a flashlight object and could use the input on that hand to activate a directional li

Last week of prototype

Sept/27 - Oct/3     Over the last week I have been working nonstop to get the prototype to a working state before the deadline today. The main problem was with the AI perception. With the PC version of the prototype, I was able to use the 'OnTargetPerceptionUpdated' event to have the monster detect and then follow the player. But in VR, I could not use that system because 1) The player object location is at the center of the play-space and so the AI wouldn't properly track the player and 2) Teleportation broke the line of sight and so would immediately send the monster into its suspicion behavior.     I tried three different fixes to the problem. The first of which was to do the same concept as with the flashlight and attach an invisible cone to the face of the monster to detect collision. This did not work for two different reasons. The first is that, at this point, I did not realize that the player had to be set as a vector location instead of an object because of prob