Creating git repo for Unreal project

What to add to the git repo?

You need to add the .uproject file, Content, Config, Source and Build folders (in build folder we only took .ico). VS project files can be created from project file or updated in File>Resfresh Visual Studio Project

Explained here. Git manual here.

Creating a new repository

* install git http://git-scm.com/
* open git bash and goto project folder. in project folder do:

git init

Adding files

First, trying the UE way:

* in UE File>Connect to source control, choose git. That works.
* File>Submit to source control. It selects all Content and Config files (but not the others).

It takes a lot of time and returns some errors, namely it looks like it tries to add some engine assets.

Seems that nothing was added.

Trying the command line:

git add Content/\*.uasset
git add Content/\*.umap
git add Config/\*.ini
git add Build/\*.ico
git add Source
git add CrazyRestorant.uproject

also adding various pictures and maya models:

git add Import

Now committing:

git commit -m "initial commit"

Took some time but seems it works.

Opening UE. Source control icon button is green. Trying “Submit to source control…”. Nothing to add.
So far so good.

Test cloning new repo:

cd..
mkdir gittest
cd gittest
git clone ../CrazyRestorant

That worked.

Opening project, building source. Works.

Click on .uproject > Generate Visual Studio project

Open .sln

Works.

Third Person View

Added third person view, now the player can also walk in the restaurant.

[youtube https://www.youtube.com/watch?v=BImRTonEyGQ]

PS: Feeling enthusiast. After a few projects and jobs, I finally feel again like during my PhD.

Unreal Engine 4 – Call Behavior Node : Idea and Code

Developing the AI for a simulation game, my friend and I noticed that behavior trees tend very fast to become quite complex and unmanageable. We also noticed that we need to repeat several times the same nodes in the same order with different parameters, which leads to the necessity of several cut and paste operations that are not only boring, but also prone to error.

We started to look how we could reduce the extent of our behavior trees using the tools provided by the engine. The “Run Behavior” node is the nearest to what we were looking for, but it doesn’t allow to pass parameters and needs the same blackboard as the calling tree. This implies that to have the exact same behavior  with 2 different objects (for example transporting an object from one place to another, verifying that the 2 places are free from other bots and eventually waiting in a queue), we should write 2 different “Run Behavior” nodes. In a complex world with a lot objects to manage and different actions to accomplish this isn’t an optimal solution. Continue reading “Unreal Engine 4 – Call Behavior Node : Idea and Code”

Welcome!

May, 1st 2014  I started my adventure with Unreal 4, my friend joined me a couple of months later. It’s now a little more than one year.  After spending some time learning the engine – both have never developed a game – and a few abandoned projects, we decided to develop a simulator for restaurants.

The idea is inspired from the Theme Hospital game, with restaurants instead of hospitals.

We are still in a very early stage of development with nothing to share if not some videos, development progress, ideas and enthusiasm.