Browse Source

Guide and download resources links

content-update
OGordoo 4 years ago
parent
commit
a0d277aaa4
  1. 39
      docs/unreal-engine-setup.md
  2. 6
      subjects/armyofone/README.md
  3. 6
      subjects/firingrange/README.md
  4. 4
      subjects/mousevr/README.md
  5. 4
      subjects/nascaronlinealpha/README.md
  6. 6
      subjects/vehiclephysics/README.md
  7. 12
      subjects/widgetfactory/README.md
  8. 2
      subjects/widgetfactory/audit/README.md
  9. 6
      subjects/zombieai/README.md

39
docs/unreal-engine-setup.md

@ -0,0 +1,39 @@
## Setup Guide
This is a guide with all steps to install the Epic Games Launcher and Unreal Engine to get ready to work.
First up you will need to register on [Epic Games](https://www.epicgames.com/id/register?redirect_uri=https%3A%2F%2Fwww.epicgames.com%2Fstore%2Fen-US%2F&client_id=875a3b57d3a640a6b7f9b4e883463ab4).
Then depending on your operating system, you will need the following steps:
### Windows
- On the [Epic Games main page](https://www.epicgames.com/store/en-US/) you can find on the top right corner a button (`Get Epic Games`), click on it.
- An download pop up box should appear, so proceed to download the installer.
- After going through all the steps to install the Epic Games Launcher, open it and sign in using your account.
### Linux
- First of all you will need to install `wine` to run Windows programs on Linux systems.
- If you have a 64-bit Linux system use: `sudo apt install wine64`
- If you have a 32-bit Linux system use: `sudo apt install wine32`
- Check if it's installed correctly with: `wine --version`
- Then, you will need to instal `Lutris` in order to download Epic Games with the following commands:
```sh
sudo add-apt-repository ppa:lutris-team/lutris
sudo apt update
sudo apt install lutris
```
- After `Lutris` is installed, open it and on the top bar, search for `Epic Games` and you will see the result `Epic Games Store`. Go ahead and click on install.
- After installing it, open it and sign up to your account.
### Unreal Engine
- Once the Epic Games Launcher is opened, go to the `Unreal Engine` tab and select the Library tab.
- Click on the plus icon to add `Unreal Engine 4` and choose the version you want to install, by clicking on the dropdown list. Then click on install.
- After installing the Unreal Engine, you can click on `Launch` and prepare for the next adventure.

6
subjects/armyofone/README.md

@ -23,6 +23,8 @@ Starting from an empty project, after creating a level with a floor (nothing els
- use Animation Blendspace to organize your movements.
- use Animation Blueprint variables to handle different animation states.
When finished, your project should look like the executable example on the folder or the [“Expected Result” video](https://youtu.be/sebi5icA1MM).
After downloading and unzipping this [file](), you can copy its content to your project Content folder.
> Don’t forget to zip up the project compile and save everything for peer correction.
When finished, your project should look like the [“Expected Result” video](https://youtu.be/sebi5icA1MM).
> Do not forget to zip up the project compile and save everything for peer correction.

6
subjects/firingrange/README.md

@ -6,8 +6,6 @@ In this exercise, you will learn to use Unreal Engine and use Blueprints to scri
The map of this project should be composed by a cube with dimensions of X = 35, Y = 40, Z = 1, simulating the floor and other cubes as walls around the floor. In the map there should be a zone where the character should be able to walk around and shoot to the targets and another zone where the player can not go, where the targets are present.
You will need this [image](), from which you will create a new material and associate the image to it.
For this project you will have to create a Blueprint Class target, that will have some characteristics. The target should :
- have associated to it the previous created material.
@ -23,9 +21,11 @@ The previous mentioned projectile should:
- have a size of X = Y = Z = 0,5.
- have a speed of 10000.
After downloading and unzipping this [file](https://assets.01-edu.org/FiringRange.zip), you can copy its content to your project Content folder.
When finished, your project should look like the executable example on the folder or the ["Expected Result" video](https://youtu.be/EBibaN-dh_0).
> Don’t forget to zip up the project compile and save everything for peer correction.
> Do not forget to zip up the project compile and save everything for peer correction.
#### Bonus

4
subjects/mousevr/README.md

@ -25,7 +25,9 @@ After creating a blank project and importing the content from the provided folde
- Use interaction timer to set how many time should the player look to an interaction point, in order to travel to the next space (Like on the video example). In other words, the player should look for a while at the interaction point before getting teleported to the next scene.
- Except for the interaction point and the spheres containing the panoramic images, no 3D objects are allowed on the map.
When finished, your project should look like the executable example on the folder or the [“Expected Result” video](https://youtu.be/Tor1Q10NG_Q).
After downloading and unzipping this [file](https://assets.01-edu.org/MouseVR.zip), you can copy its content to your project Content folder.
When finished, your project should look like the [“Expected Result” video](https://youtu.be/Tor1Q10NG_Q).
> Don’t forget to zip up the project compile and save everything for peer correction.

4
subjects/nascaronlinealpha/README.md

@ -39,9 +39,9 @@ As for the multiplayer aspect, here are some hints that you will have to follow:
- Use Game State and replicated variables to know who is the winner of the game. If you have more info to share for all players on the game, do it through Game State using server replication.
- Use "Has Authority" checks to know if it is the server or the client that is trying to execute an action.
When finished, your project should look like the executable example on the folder or the [“Expected Result” video](https://youtu.be/s56rio0bw0U).
When finished, your project should look like the [“Expected Result” video](https://youtu.be/s56rio0bw0U).
> Don’t forget to zip up the project compile and save everything for peer correction.
> Do not forget to zip up the project compile and save everything for peer correction.
### Bonus

6
subjects/vehiclephysics/README.md

@ -31,9 +31,11 @@ There must be three models of cars on the map the character can choose from. All
To create the map you should use the Landscape tool. Also add a track using spline roads.
When finished, your project should look like the executable example on the folder or the [“Expected Result” video](https://youtu.be/4dXjFKh_jjY).
After downloading and unzipping this [file](https://assets.01-edu.org/VehiculePhysics.zip), you can copy its content to your project Content folder.
> Don’t forget to zip up the project compile and save everything for peer correction.
When finished, your project should look like the [“Expected Result” video](https://youtu.be/4dXjFKh_jjY).
> Do not forget to zip up the project compile and save everything for peer correction.
#### Bonus

12
subjects/widgetfactory/README.md

@ -38,6 +38,14 @@ While controlling the player in the game, a widget should be visible at all time
On the level you should display some grass, textured objects and post process on the terrain to show the settings changes. You can find some stuff on the StarterContent folder.
When finished, your project should look like the executable example on the folder or the [“Expected Result” video](https://youtu.be/0v-spQJwDwM).
When finished, your project should look like the [“Expected Result” video](https://youtu.be/0v-spQJwDwM).
> Don’t forget to zip up the project compile and save everything for peer correction.
> Do not forget to zip up the project compile and save everything for peer correction.
### Bonus
As bonuses you can maybe:
- Add a resolution confirmation button when changing resolution.
- Use the “On Release” attribute of the buttons, instead of the "On Pressed".
Automatically set the default screen resolution to get the best computer performance.

2
subjects/widgetfactory/audit/README.md

@ -32,7 +32,7 @@
#### Bonus
###### Was there a resolution confirmation button anytime when changing resolution?
###### Was there a resolution confirmation button when changing resolution?
###### Was the “On Release” attribute of the buttons used instead of the "On Pressed"?

6
subjects/zombieai/README.md

@ -45,9 +45,11 @@ After entering the game by clicking the "Start Game" button, the game should con
- Wave the player died
- this two stats also have to be displayed when the player presses the TAB button and be hidden when the TAB button is released.
When finished, your project should look like the executable example on the folder or the [“Expected Result” video](https://youtu.be/d8MqIVuC88k).
After downloading and unzipping this [file](https://assets.01-edu.org/ZombieAI.zip), you can copy its content to your project Content folder.
> Don’t forget to zip up the project compile and save everything for peer correction.
When finished, your project should look like the [“Expected Result” video](https://youtu.be/d8MqIVuC88k).
> Do not forget to zip up the project compile and save everything for peer correction.
### Bonus

Loading…
Cancel
Save