Let's Create Superhot in UE4 / Unreal Engine 4 Game Mechanics

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A new Unreal Engine project was developed with enhanced gameplay mechanics including slow-motion effects tied to player movement and weapon interactions, as well as enemy targeting capabilities. Improvements in visual elements, such as bullet models and particle effects, were implemented to elevate the overall gaming experience.

Insights

  • The project involved significant enhancements to gameplay mechanics, such as implementing slow-motion effects that respond to player movement and adding a time speed-up feature during weapon use, which collectively improve the overall gaming experience by creating smoother transitions and more dynamic interactions.
  • Additionally, the development process included the organization of assets and the extraction of weapon functionality into a separate blueprint class, which not only streamlined the project structure but also allowed for the integration of animations and physics interactions, thereby enriching the visual and interactive elements of the game.

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Summary

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Unreal Engine FPS Game Development Enhancements

  • Created a new Unreal Engine project using the default FPS template, removing the default shop sign and tidying up project structure for better asset management.
  • Implemented slow-motion mechanics by tracking player movement, using a variable to set time dilation based on movement input, enhancing the game's feel with smooth transitions.
  • Added a burst of time speed-up when the player fires or throws a weapon, checking for recent attack presses to reset slow-motion after a brief delay.
  • Extracted weapon functionality into a separate weapon blueprint class, using a free asset from Tasty Tony, and added a kick animation for when the weapon is fired.
  • Implemented weapon collection and throwing mechanics, enabling physics interactions and ensuring smooth transitions when picking up weapons, with a force applied during throws.
  • Imported a free animation starter pack for enemy implementation, creating three materials for visual consistency and attaching a visual representation of the pistol to enemy models.
  • Enabled enemies to fire projectiles at the player, implementing a firing function loop and ensuring enemies rotate to face the player while tracking their health.
  • Polished the game by creating a bullet model, adding a ribbon particle effect for bullet trails, and enhancing the muzzle flash effect for improved visual clarity.
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