Tycoon C++ Pillars + animation test
24 Mar 2019-
Just ported Tycoon to Unreal 4.21.2 and I’m using Visual Studio 2017 now. Had to manually change the include path to pick up the project files for Unreal, added the following lines: ..\Build\Win64\UE4Editor\Inc\UE4Editor ..\Build\Win64\UE4Editor\Inc<ModuleName>
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Added another test for the pillar system. I’m using the first two points of the bounding box to place the pillars. I duplicate these components until it hits the ground level.
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Generated reference transforms / locators on the track, I can use these to control the animation later.
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First super quick animation test on the track. :)