Posted April 18, 2023 by tmseldon
#unreal #gamedev #rotation #trigger #collider #dungeon #gargoyle #lightning #indiedev #karunda
Hi! I haven't updated this journal for a while. I found a work as a game developer for a company :D so I was not able to have that much time to continue. However, the idea is to continue my progress in this project. So, I want to write a little bit about triggers and rotations.
I have implemented triggers for the game. This is one of the main elements for the game, since this game is a puzzle game, I'll need to have many interactable elements that open new rooms, hidden doors and so on. Right now I have the main component built, so it is matter to add this component on the key parts of the dungeon.
Here you can see how the fence at the end of the hallway is closing or open based if the gargoyle status is outside or over the pillar:
The second element that I need is the ability to rotate objects to certain angles. To do that, I've made a component similar to the trigger, but by using FRotator I can select and set the time and the angle to be rotated by the object. So far I was able to do that, but using the central axis only. The next step is to determine another axis as a pivot. This is relevant for the case of doors and other similar elements.
Here you can see how the gargoyle start to rotate until an angle of 120°