Lyra Energy Shields

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  • เผยแพร่เมื่อ 3 ก.ย. 2022
  • Energy shields for Epic's "Lyra Starter Game" project.
    I built an energy shield system using Lyra's Gameplay Ability System and Blueprint. The core visuals are a single shader/material, controlled via Blueprint.
    The shield is a shell-mesh attached the player character, inheriting the same master pose component.
    Internally, this was done functionally similar to Lyra's already existing Cosmetics system.
    In terms of look and feel, I wanted something that visually fits into the world of Lyra and clearly communicates the enemy's health/shield values to the player.
    I also added sounds which were in large part inspired by Apex Legends' strong sound design.
    The shields work similar to "suit armor" in Half-Life 2, so absorbing 80% of incoming damage while active and recharging automatically after not receiving damage for short period of time, similar to shields in Halo.
    This makes it possible for players to die while shields are active if health is low enough.
    Unfortunately, a proper HUD integration (i.e. shield bar alongside health bar) is still missing.
    More information on the Lyra Starter Game provided by Epic Games can be found here:
    dev.epicgames.com/community/l...
    docs.unrealengine.com/5.0/en-...
    unrealengine.com/marketplace/...
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ความคิดเห็น • 8

  • @colinfernandez3D
    @colinfernandez3D 9 หลายเดือนก่อน

    I absolutely love this. You did a great job making it look aesthetically compliant. I did a similar effect in my Lyra project but instead of a shield I pushed the Team colors to a shell mesh so the armor gets a team color emissive over custom armor

  • @Tyler-bc6of
    @Tyler-bc6of ปีที่แล้ว +1

    Hi! Is there any way you could release a tutorial or Timelapse for this? It’s a very useful ability & I’m looking to implement it into the game I’m designing

    • @iamHedron
      @iamHedron  ปีที่แล้ว +1

      Unlikely, sorry.
      Though internally, the effect works very similarly to another one I showcased on my channl, the Ice/Freezing one to be exact.
      Long story short, it's just a shell mesh created by a blueprint class that inherits the target actor's master pose component. The effect is fundamentally the same, just with a slightly more complex material and more information written into said material to communicate things like shield damage, etc.

  • @Vaspin
    @Vaspin ปีที่แล้ว

    I'm trying to learn how to build this. You did it all with just an ability? no customization to damage calculation classes?

    • @iamHedron
      @iamHedron  ปีที่แล้ว +1

      Short answer: I did modify existing Lyra blueprint classes.
      Long answer: The effect shown in the video has been built for the sake of the effect, not because I had a bigger vision for a modded version of Lyra.
      I would build the visuals the same way in a proper project (i.e. shell mesh, etc), the only Lyra-specific part of the actual effect is looking up the Lyra player mesh and associated cosmetics, but that's it. As for functionality, my Lyra specific implementation used for this video specifically is honestly too hacky.
      As stated in the video description, the shields provide damage reduction. I basically avoided the Gameplay Ability System for the most part, modifying core Lyra blueprints instead to spawn the shield effects and "fake" damage modulation, specifically /ShooterCore Content/Game/B_Hero_ShooterMannequin.
      For a more realistic/reasonable approach, it's worth noting that Lyra does most of its damage calculation in C++ classes. If I wanted to introduce actual damage scaling based on that in a "proper" way, I'd have to do it there.
      When starting out on this project, I initially asked a question on the Epic forums regarding this, maybe what I received as an answer will help you too:
      forums.unrealengine.com/t/lyra-starter-game-damage-scaling-reduction/552850
      Building shields that simply tank the damage entirely using the GAS is probably possible, but I haven't dug deep enough into it to give a definitive answer on that one.

    • @Vaspin
      @Vaspin ปีที่แล้ว

      @@iamHedron thanks, this is what i have gather from other research, i will probably need to mod the HealthSet and Damage Calc classes. Thanks! you version looks great though.

  • @buzgljodin
    @buzgljodin ปีที่แล้ว

    why are you switching to unreal?

    • @iamHedron
      @iamHedron  ปีที่แล้ว +1

      I presume you've started to follow me because of my Gmod addons?
      The short answer is: because I'm not really having fun with Gmod or Source anymore.
      A bit more elaborate,
      I can say that I can do what I want to do in newer engines (Unity or Unreal) just as well if not better (usually better). I might still make some stuff for Gmod, if I feel like it, but simple fact is, I really don't.
      Some brought up S&Box before which runs on Source 2. It'll be a fine game with the attention Facepunch is giving it and once the tools and workshop have matured a bit more, but it's ultimately still not really interesting to me.
      As to why Unreal specifically and not Unity for example, it's because I really like what Epic is doing with the fantastic tech at their hands. I absolutely love the Niagara VFX tools for example.