Contributions to C++ files and blueprints with notable difficulty or novelty included.
This C++ Unreal code comes from the Locked Course group project I contributed towards. For this project I created an inventory system with items that can be stored on the player. The items had a structure called FItemData that included: ItemCode(for referencing), ItemName(For in game displays), ItemDescription(for in game displays), quantity(to avoid array duplicates and store many items under one location in the array). I left this system open ended so we could use it for more than our simple item storage needs.
Blueprint code for interfacing with the OpenAI website to create a character with a name, personality and background/class. It takes these messages and recognises its role as a character in my game world. Currently I have used this script to create fantasy characters that are responsive to players messages. However, I have also experienced successful usecases for other themes for characters such as 1950s mafia characters, and post apocalyptic futuristic characters.
This C++ code allows for playing an animation dependent on which way the character movement is facing. It checks 8 seperate locations forward, forward left, forward right, right, left, backwards, backwards left, backwards right. It allows the user to roll with unique animations 8 seperate directions.
For my most recent group project Mariana Wrench, I created AI logic that would fit our needs. Because the included navigation only works with walking characters rather than swimming or flying ones I had to design the logic myself.
For this I created a random vector that is in a certain range to the fish. From this if the fish is below the invisible height cap the Z axis lower bound is took from the calculation only leaving a positive incline as a potential path.
The fish Get the unit direction from itself to this randomised vector. Then the fish will rotate and move towards this location. From needing to redesign AI navigation in 48 hours this solution worked surprisingly well considering I had to create my own rather than using the in built unreal engine nav tools. The fish also is controlled by a behaviour tree that will patrol randomly until spotting the player with AIperception. When the player is spotted by the fish it will play a detection noise and run away from the player.
The run away from targetr logic gets the players location and uses that as a target after inversing the vector to run away rather than run towards.
Contact details:
07399621357
w21002473@northumbria.ac.uk
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