Location, Rotation, and Scale
X, Y, and Z
In Unreal Engine, location is always given as follows:
World vs Relative
Let's assume we have a world in which UCR's Belltower is the center.
Rotators and Quaternions
World vs Relative
Just like position, rotations can be relative as well.
Scale works the same way as position and rotation, and again has values for the scale in the X, Y, and Z directions
Scale also works relatively (multiplicative). If an object's relative scale is (2, 1, 3), and it's parent's scale is (3, 4, 5), then the resulting scale is (6, 4, 15).
This can be incredibly helpful if you want to shrink or expand an entire object and it's children.
Lerp and the Motion Equations
Movement in video games nearly always happens over time. When we want a player to walk forward, a unit to move to a target location, or a card to be played onto a board, we don't want them to reach their destination instantaneously.
Instead, for every frame we move the object by a small amount until it reaches it's destination. We can achieve this by updating the object's position value stored in it's transform using SetWorldLocation, SetRelativeLocation, AddWorldOffset or AddRelativeLocation.
//(Event Tick & Delta Time)
Sounds fancy and complicated, but it's really simple.
All three values of the lerp are often stored as private variables in the blueprint/class that is being moved.
Lerp can also be used outside of movement. Color, rotation, and scale can also utilize the lerp function.
Lerp can also smooth a change in direction, or act as friction.
Besides transitions, there are plenty of places where a lerp is much more efficient and looks great in comparison to physics based movement.
Lerp works really well on UI elements and animations. If something takes a certain amount of time no matter how far from the destination you are, you'll want to use a lerp.
Movement can also be Physics based, utilizing the Position, Velocity, and Acceleration model. This is often referred to as the Kinematic or Motion Equations.
By default, all Actors have a physics actor component attached. If you are using these physics calls make sure it is enabled.
We can modify these using AddLinearVelocity, SetLinearVelocity, AddImpulse, and AddForce.
We can modify location with the same functions mentioned previously.
The physics engine automatically calculates the following equations before every frame:
Projectiles: Bullets, Arrows, Laser Beams
Unpushable Objects
If you have an object that should not move unless the player gives input, or you say so, set the "isKinematic" value to true.
//TODO: Add the flyers into the slides
Instead of the current images. They look prettier
A committee for participating in cyber security competitions.
Bradly Evans will be leading the practices and the committee!
Join the facebook page: /groups/ucrcyber/
or email Bradley at: bevan006@ucr.edu
Joint committee with IEEE
If you want help for your classes, interview questions, or just for fun :D
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Tuesdays 5:00 - 6:00 pm
WCH 202
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Set up an appointment with Faiz for a Mock Interview!
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By appointments
Learn game development in Unreal Engine 4
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Collaborate and work on projects including:
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Friday 5-7pm in WCH 127
We have prizes!
Check out our trophy and become engraved in ACM history
Judging for last quarter's winner this Friday (Tomorrow!)
Interested in designing AI? Learn through programming an AI for StarCraft!
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Mentors and mentees!
Check your emails and the Facebook page for more information!
Have you guys ever wanted to start an app, video game, or some other project but didn't know how to start?
Then this is for you!
Will be talking about how to break down projects into manageable chunks to make it easier to manage
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Thursday Jan. 28th 4:00 - 5:00pm
WCH 202
So You Think You Can Search? How People Search & Some REALLY Advanced Google Search Tips for Engineers
//TODO: More Info
Led by Berkeley Professor Daniel Russel
Monday February 8th 5-6pm in Bournes A265
Winner gets the shirt for free!
DEADLINE: February 12th!
We have started our T-Shirt design competition! Submit your designs to acm.at.ucr@gmail.com along with your name.
Specifications:
You can use the these assets here if you would like to.
Stop by WCH 226 and say hi!
We even have rent-able lockers to keep your things safe!
aka: The Leviathon
Pay $20 to Kash, giving him your ID and shirt size
We also have an online payment option via our website,
//TODO: FILL THIS OUT TOO
Fridays 3:00 - 4:00pm
Want to be involved with ACM on an administrative level? Interested in becoming an officer for next year?
Speak with or email an ACM officer to be their +1 at our officer meetings. Here we discuss how events are going, what we need to improve on, and what we need to do to get events ready for the future.
Fourth General Meeting Feb. 18th 2016
We know it's early, but this quarter we are going to be having elections for next years' board.
For those of you who have enjoyed the events and programs that ACM has offered, consider joining the board to make next year even better!
//TODO: Question goes here