UE4 tidbit: Finding the player(s) with the highest score at the end of a round

I thought it would be a good idea to start posting up some of the problems I run into while developing the game, along with the solution I manage to eventually come up with. It might come in handy for anyone reading, and at the very least it’s useful for me to write this stuff down for future reference.


I’ve been working on the scripting of the game logic for beginnings and ends of rounds, and I came across a bit of a puzzle. At the end of a round, I need to be able to use the player’s scores (stored in an array) to find the winner of the round. It’s a simple enough task, but the solution took me a surprising amount of effort to arrive at. The solution I came up with was so simple I’m wondering why I didn’t come up with it to begin with.

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Progress Log – Black holes

I spent part of my weekend designing and implementing the first powerup. I had a loose idea of how it would work beforehand, but I took some time to reevaluate how it should function in the game.

Players will be able to drop this powerup like a Mario Kart banana, and then when it is active, players who get too close to it will get sucked in like a black hole and destroyed when they reach the center.

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Back to Work

For the past two or so weeks, progress on Laser Bash has been really slow, and that’s been pretty frustrating. It’s mainly due to work and life commitments stacking up in a way that leaves me with very little time to work on the game, but it’s also due to me being at a point at which some important decisions have to be made on what direction I want the game to go in before I go any further.

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Progress Log – Player Selection

Today I’ve been trying to work around a problem I’ve been having with Unreal Engine. It’s surely just down to my lack of experience, but I’ve been having a hard time figuring out how to have the game recognise which players attached to which controllers want to start a game.

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