Friday, February 3, 2017

Dissonance Blog Week 3

This week was the first week of working on coding the puzzle API. It was also my first time coding C++ for Unreal Engine. I had an idea of what the puzzle class should contain from the following week. I know now that my class outline was not clear enough. I needed more functions and more variables to make the class more robust.

Once I had an idea about what functions and variables were needed in the class. I had to look up the specific Unreal syntax. Even though the code is in C++, one has to learn the Unreal library just to program. It wasn't difficult to make sure the code builds and that there are no errors. It just takes time to look up how to accomplish the specific task. One task that took a while to figure out was how to detect a collision. Numerous people said to use "OnActorHit.AddDynamic()", but this doesn't exist in Unreal Engine 4.14. I had to find another way. Right now the code is using a delegate, so the code can call the collision function.

During my team's production class this week, the other programmer and myself started combining the puzzle manager and the puzzle class together. I am glad that when we did this the code still gave us zero errors. I am a little worried that the puzzle class won't actually work when the API is used by the designers. Although there is only one way to actually test the puzzle API, through testing.