- Inverse kinematics
- Collisions and overlapping
- The Weapon class
- Added Inverse Kinetics for character's feet
- Added an implementation of Enchanced Input System for a Bird pawn
- Added spring arm and camera for a bird pawn
- Added free look
- Placing default pawn in the main level and setting collisions
- Creating GameMode
- Creating character class
- Imported and set Echo character and started to set input controllers
- Set looking and jumping actions
- Added spring arm and camera for character and set rotation controll to spring arm
- Linking Niagara and HairStrands to the project
- Set Animation State Machine for character
- Added hair groom components
- Writing own fuctions
- Applying Input Mapping Context
- Implementing IMC in Blueprints and IMC for different Controllers
- Adding Capsule Components
- Implementing forward declaraions
- Adding Skeletal Mesh Components
- Switching to Enchanced Input
- Reassigning input axis mappings
- Rebinding inputs
- Exposing variables to Event Graph
- Exposing functions to Blueprint
- Adding template functions
- Adding template functions of different types and parameters
- Adding Functionality to Actors
- Constructing Static Mesh Components
- Adding Bird pawn class
- Adding actor world rotation offset
- Planning a usage of the trigonometrical functions
- Implementing sine functions in Blueprints
- Implementing sine functions in code
- Exposing variables to Blueprint
- Exposing visible only variables
- Setting Integrated Visual Studio Tools, adding c++ Item class
- Rearranging outliner folders, testing the first c++ class and live coding
- Loggging messages from GEngine
- Drawing debug shperes with macros
- Drawing Debug Lines
- Drawing Debug Points
- Tiding up macros
- Setting custom header files
- Fixing compilation issues
- Reinstalling IDE
- Setting macro for drawing debug vectors
- Resolving further map check issues
- Refactoring code
- Refactoring code
- Blending the dungeon
- Placing dungeon and covering entrance
- Importing and rebuilding dungeon
- Learning Level Instances
- Setting manual exposure for the dungeon, tweaking map boundries
- Adding boulders
- Learning Experimental water system
- Adding a Lake
- Seting river boundries
- Adding Bridges
- Tweaking water behaviour
- Making set-up for next assets
- Reorganizing folders
- Shaping the river
- Re-painting landscapes
- Polishing the river
- Preparing landscape for a river
- Preparing landscpe for a bridge
- Adding background butes
- Tweaking the landscape
- Bordering the level and adding pillars
- Adding newew borders
- Finishing canyon cliffs
- Minor geometry tweaks
- Reforming packed levels assets
- Migrating assets
- Preparing backup before assets migration (Valley of the Ancient).
- Placing mass assets
- Setting up Visual Studio 2022
- Dumping unused files
- Synchronizing repositories
- Rebuilding the landscape
- Placing environmental assets
- Placing the River
- Creating the landscape