"Manipulate gravity and solve puzzles"



My Contributions

  • Outline Implementation

How is it implemeted?

I made a blueprint assignable delegate named "OnDisplayOutline" that returns an enum called "EOutlineType".

The enum contains 5 different cases of the outline; None, Hover, Selected, Swappable, and NonSwappable.
Then in the blueprint, a different outline is displayed depends on the returned enum. (Check code examples below)

What to improve?

  • I used a sphere trace to get actors nearby but it would be better to use a sphere collision and get overlapped actors.

  • It would be nicer to have a click box in an actor that is bigger than the actor's mesh. so that it's more generous for users to click an object.

Code Example (ActorComponent, Mouse Events in C++)

Code Example (Delegate usage in blueprint)