Thursday, 2 June 2016

Week 13 - Final Week

Final Week

 The semester is over and this week is wrapping up the final edition of the Code. This week is all about polishing and finishing up any loose ends.

 This Week's responsibility lies within the Wave Announcement - a system that was formerly based on a "Print String" for troubleshooting purposes.


 To create the Wave Announcement, the easiest method (and least messiest) I assumed was just to create a new Widget with text boxes that got the Wave Number and printed it with the pre-existing Wave System.


The First Hiccup of sorts was getting the Wave Number (see above). Since the Wave Number count was saved in the Open Level Blueprints, it isn't easily obtained by the GUI (as Unreal doesn't allow you to "Cast to Open Level BluePrints", As such, to rectify it, the ThirdPersonCharacter gained a Wave Counter (which isn't good programming practice usually, but we were in a rush so...).

This new Player Character Wave Counter was able to pass the Wave Number to the textbox thus allowing it to show.


The next problem was that the only way to delete Widget (or Widgets) as we found was the "Remove All Widget" node. It would remove all remove all current Widgets which includes any pre-existing HUDs. Since time was of the essence - it was decided it would be faster to just recreate the HUD.

 With that, the last bits was compiled and the program worked well - overall, everyone had last bits of tinkering to do (albeit mostly minor issues which was good). There was a little problem with version control (When I sent my Unreal File over, Mickey managed to constantly crash it - so it had to be redone on his version step-by-step).

Because of the rush with the Final Presentation on Friday, we couldn't really experiment with the different methods (or google search different ones). While this was happening, the designers were busy working on the Game Design Document - so all I had to do was put together my Portfolio which was all the coding done this semester.