Unreal Engine 4 plug-in with hover effect components.
This Unreal Engine 4 plug-in shows how to convert a BP component to a C++ component as presented by Zak Parrish and Gerke Max Preussner during the live coding demonstration at GDCE Europe 2015. It accompanies the corresponding presentation slides
This plug-in was last built against Unreal Engine 4.15 and works on all platforms.
This plug-in requires Visual Studio and either a C++ code project or a the full Unreal Engine 4 source code from GitHub. If you are new to programming in UE4, please see the official Programming Guide!
You can use this plug-in as a project plug-in, or an Engine plug-in.
If you use it as a project plug-in, clone this repository into your project's /Plugins directory and compile your game in Visual Studio. A C++ code project is required for this to work.
If you use it as an Engine plug-in, clone this repository into the /Engine/Plugins/Media directory and compile your game. Full Unreal Engine 4 source code from GitHub (4.9 or higher) is required for this.
After compiling the plug-in, you have to enable it in Unreal Editor's plug-in browser.
In order to use the Blueprint version of the hover component, copy the file /Content/BlueprintHoverComponent.uasset into your project's /Content directory.
Perform the following steps to test the components:
- Drag a Sphere from the Basic Shapes tab into your level
- Select the actor, lift it off the floor a bit, and click the Add Component button in the Details panel
- Add the desired hover component, i.e. SimpleHoverComponent or BlueprintHoverComponent
- Make sure the Mobility of the actor's StaticMeshComponent is set to Movable
- Hit the Play button to start the game in the Editor
Your sphere should now be hovering above the floor, slowly bouncing up and down into a stable position.
Please note that the HoverForce value in the SimpleHoverComponent depends on the mass of the static mesh actor, and its default value has been adjusted to match the mass of a Sphere actor, which is currently 109.456337 kg. If you use SimpleHoverComponent with a mesh other than the default Sphere then you have to set its HoverForce to: HoverForce = Mass * 10000.0 instead, or otherwise the physics won't match those of AsyncHoverComponent if you compare the two.