Demonstrating Dynamic Pickup Objects in Dungeon Survival (Quick Video)

Hey guys, this is a quick video I did to demonstrate how the physics objects and picking them up will work in Dungeon Survival, which also plays into combat.

I’ve been working with physics engines, including implementing them from scratch into commercial game engines and doing complex physics implementations for about 7 years now. One thing I, like every other VR enthusiast, realized, is that without the haptic feedback of a real sword you’d need to do something special, and specifically different than the kinematic attachment you normally see, e.g., it’s bolted onto your hand or whatnot, and has essentially infinite mass – can move anything, regardless of how heavy, in order to get that feeling of weight.

To that end I wanted to test a method of letting the objects you pick up, including weapons, still be dynamic (e.g., can be moved by other physics objects in the simulation, and can’t move infinite mass).

Without further adieu, here’s the video:


YouTube version:

Please note this is pre-alpha footage, and does not represent the final state of anything featured!

Notice that when I hit small objects with low mass, like the mug and basket, they are easily moved with the sword, which is of a similar mass.

The table, by contrast, blocks the sword and moves it as I swing (as hard as I reasonably can).

In Dungeon Survival, you’ll need to be aware of your surroundings, as your weapon may be caught in obstructions, blocked/moved away by an opponent, or knocked out of your hand outright!

Update: Left4Dead2 Style Wounds for Unreal Engine 4

Quick update to my L4D2 style wound implementation for Unreal Engine 4 – I’ve managed to get the wound hit point to follow the animation properly for characters. This was the main thing holding me up from continuing work on this system (namely, extending it to use a capsule instead of a sphere).

An example download is available here:

For those that want to incorporate the new changes I’ve made, here are two screenshots showing the main pieces of code you need to implement (and the modified code for determining the sphere location).

First is in the character blueprint – this is showing the new way to transform the socket location into skeletal-mesh-relative-coordinate-space (that’s a mouthful):

Next up is the material itself. First set your Material domain to Masked, then replicate the part that plugs into Opacity Mask:



New Version (0.8 Oculus Runtime!) of Storyteller Coming Soon

A new update is coming soon to Storyteller, mainly to port up to Unreal Engine 4.10 and the 0.8 Oculus Runtime, as Storyteller hasn’t been compatible for some time now being on the old 0.5 Runtime.

In addition to that there are some changes to the level, and some performance improvements:

  • Added all cave rocks to Static Mesh Instances, almost doubled FPS.
  • Updated all level objects with better versions with higher quality meshes and textures from new art packs I’ve purchased or found.
  • Updated all books, maps and scrolls with much higher quality art.
  • Added an animated book for the storyteller.
  • Added SSAO (toggle-able in game) and a mild bloom to make the fire look nicer.
  • Changed the audiobook loading to look within a nicer directory – Content/Audiobooks, rather than being stuffed in with the exe.
  • Removed problematic bundled audio (e.g. ones that had more than one voice, or sound effects etc.), replaced one.

I will be updating the actual narrator with a higher quality character mesh, as well as multiple narrators to choose from, and more levels, but that’s coming a bit later on, as my main focus is still on Dungeon Survival.


Dungeon Survival on Unreal Engine 4.10/Oculus 0.8 Runtime