User Tag List

Page 1 of 3 123 LastLast
Results 1 to 40 of 83

Thread: Top Down Stealth Toolkit

  1. #1
    2

    Top Down Stealth Toolkit

    The Top Down Stealth Toolkit is a pure blueprint framework that enables quick & easy creation of stealth games from a top down perspective. The toolkit is now available in the Unreal Engine Marketplace at: Unreal Engine Marketplace.


    Features Overview:

    - Top Down Camera Perspective.
    - Patrol Guards that can respond to multiple types of stimuli including the player character, incapacitated team mates, alarms, & other types of noises.
    - Cameras, Motion Sensors, Laser Security Systems, & Turrets function as supporting entities to assist the Patrol Guards & provide additional layers of challenge to the player.
    - Use Whistle, Gadgets, Suit Abilities, & Weapons to distract or disable AI Bots.
    - Gadgets: Proximity ShockMine.
    - Suit Abilities: EMP Blast.
    - Weapons: Stun Gun, Hand Gun, & Silenced Hand Gun.
    - Place Exit Point & collectible Gems across the level to drive the core gameplay.
    - The Loadout Menu at level startup enables selection of Gadgets through player driven choices.
    - A persistent Mission Stats system that provides High Score information at the end of a level.
    - Dynamic Vision Arcs, Noise Pulse Emitters, Range Decals, & AI State Display Icons accurately portray information about the AI Perception Status to the player, thus providing the tools to make calculated decisions.


    Technical Details:

    - The Suit Abilities, Gadgets, Weapon Systems, & Stamina Management for the player character, & Dynamic Vision Arcs, Laser Tracking, & Patrol Waypoint systems for the AI Bots are handled through the use of custom components & interfaces. The component based design provides improved modularity & enables easy integration with different classes.
    - Variables are categorized into 'User Defined' & 'Automatically Set' to facilitate identification of customizable parameters.
    - The Vision Arc Optimizer actor provides performance boost by removing rendering calculations for Vision Arcs outside the screenspace.
    - Blueprint function library employed to easily retrieve references to core gameplay actors from all blueprints.
    - Event driven logic used predominantly over continuously ticking services for HUD updates.
    - Ranged Patrol Guards & Turrets use Laser Tracking components to acquire & lock on to targets.
    - The Game Mode handles initialization of all core gameplay actors from a single central location using a linear workflow design.
    - The Player Controller acts as a conduit for all low level HUD update requests, while the Game Instace & HUD classes manage high level HUD changes.
    - The Gadget Selection menu is populated dynamically based on information specified in the Gadget Data Array, thus eliminating the need for manual HUD changes when adding/removing gadgets.

    Intended Platform: Windows

    Optimized for: Unreal Engine v4.15 & v4.16. [Features added in newer versions of Unreal Engine may not be available in the older versions. Check out 'Updates change log' in the following post to see the features that are available in different versions.]

    Gameplay demo of the v2.0 Top Down Stealth Toolkit (Windows): https://www.dropbox.com/s/feblzzx1tewpstj/Top%20Down%20Stealth%20Toolkit%20Sample%20Game%20Demo.7z?dl=0

    Planned features for next update:

    - To be listed soon


    Preview Screenshots:

    Screenshot1
    Screenshot2
    Screenshot3
    Screenshot4
    Screenshot5


    Preview Videos:

    1. Top Down Stealth Toolkit v2.0 Features Preview: Stimulus Classes



    2. Top Down Stealth Toolkit v1.0 Preview:




    Please feel free to leave your suggestions & feedback as it will definitely be valuable in improving the product in future updates. Alternatively, you can also reach me through the support email id: rohitmohan.k@outlook.com.
    Last edited by Stormrage256; 06-21-2017 at 07:40 AM.

  2. #2
    0
    Additional Information:

    1. Documentation: https://forums.unrealengine.com/showthread.php?97156-Top-Down-Stealth-Toolkit&p=453451&viewfull=1#post453451

    2. Top Down Stealth Toolkit Basics #1 - Patrol Bot Movement System: https://forums.unrealengine.com/showthread.php?97156-Top-Down-Stealth-Toolkit&p=455009&viewfull=1#post455009

    3. Top Down Stealth Toolkit Basics #2 - Vision Arcs: https://forums.unrealengine.com/showthread.php?97156-Top-Down-Stealth-Toolkit&p=459450&viewfull=1#post459450

    4. Top Down Stealth Toolkit Basics #3 - Gadgets: https://forums.unrealengine.com/showthread.php?97156-Top-Down-Stealth-Toolkit&p=459460&viewfull=1#post459460

    5. Top Down Stealth Toolkit Basics #4 - Operational Cost Levels https://forums.unrealengine.com/showthread.php?97156-Top-Down-Stealth-Toolkit&p=557584&viewfull=1#post557584

    6. v1.1 Update Change Log: https://forums.unrealengine.com/showthread.php?97156-Top-Down-Stealth-Toolkit&p=521275&viewfull=1#post521275

    7. v1.2 Update Change Log: https://forums.unrealengine.com/showthread.php?97156-Top-Down-Stealth-Toolkit&p=558047&viewfull=1#post558047

    8. v1.3 Update Change Log (UE v4.13): https://forums.unrealengine.com/showthread.php?97156-Top-Down-Stealth-Toolkit&p=607883&viewfull=1#post607883

    9. v1.4 Update Change Log (UE v4.13): https://forums.unrealengine.com/showthread.php?97156-Top-Down-Stealth-Toolkit&p=616995&viewfull=1#post616995

    10. Top Down Stealth Toolkit Tutorial - How to Migrate the Patrol Bots to a new Third Person/First Person project: https://unrealpossibilities.blogspot.in/2016/07/top-down-stealth-toolkit-tutorial-how.html

    11. Top Down Stealth Toolkit Tutorial - How to create customized Laser Security Systems: https://forums.unrealengine.com/showthread.php?97156-Top-Down-Stealth-Toolkit&p=642794&viewfull=1#post642794

    12. Top Down Stealth Toolkit Tutorial - How to modify the size of the noise pulse emitters: https://unrealpossibilities.blogspot.in/2017/04/top-down-stealth-toolkit-tutorial-how.html

    13. Top Down Stealth Toolkit Basics - Stimulus Types: https://forums.unrealengine.com/showthread.php?97156-Top-Down-Stealth-Toolkit&p=722820&viewfull=1#post722820

    14. Top Down Stealth Toolkit Basics - AI Perception: https://forums.unrealengine.com/showthread.php?97156-Top-Down-Stealth-Toolkit&p=724054&viewfull=1#post724054

    15. Top Down Stealth Toolkit Tutorial - How to create a new custom Interest Stimulus: https://forums.unrealengine.com/showthread.php?97156-Top-Down-Stealth-Toolkit&p=724888&viewfull=1#post724888

    16. Top Down Stealth Toolkit Tutorial - How to control the AI Perception model for AI agents: https://forums.unrealengine.com/showthread.php?97156-Top-Down-Stealth-Toolkit&p=726607&viewfull=1#post726607

    17. v2.0 Update Change Log (UE v4.16): https://forums.unrealengine.com/showthread.php?97156-Top-Down-Stealth-Toolkit&p=722051&viewfull=1#post722051


    FAQ:

    1. Does the vision cones update their shape based on the obstacles in their path? Also, is it possible to resize them?
    A: Yes the vision cones continuously gets updated based on any obstacles it encounter in it's path. Yes, the vision cone dimensions can be changed using a couple of the variables from the AI bots blueprints. For more details, check this out: https://forums.unrealengine.com/showthread.php?97156-Top-Down-Stealth-Toolkit&p=455607&viewfull=1#post455607

    2. How can I turn off the Gadget Selection Menu that pops up at the start of a level?
    A: The BP_GameMode blueprint has a boolean variable named 'SelectGadgetsAtLevelStart'. It determines if the Gadget Selection Menu will be displayed or not. So to turn off the menu, just set this variable to false.
    Last edited by Stormrage256; 06-21-2017 at 09:03 AM.

  3. #3
    0
    Documentation (v1.1):

    BP_PlayerCharacter:

    The player character class handles all the input logic for the toolkit. Core functionalities include character movement & sprint/stamina mechanics, contextual footstep noises, gadget activations, & aiming assists for gadgets that require manual target confirmations.

    BP_PlayerController:

    The player controller class is responsible for creation/deletion of high level HUD widgets as well as runtime HUD updates for mission timers. gadget buttons, etc. It also handles spawning of Aim Plane actor that is used for accurate cursor positioning for aim assists.

    BP_PlayerHUD:

    Initiates high level HUD state changes.

    BP_TDSTGameInstance:

    Stores information about the gadgets.

    BP_TDST_GameMode:

    The game mode class handles functions that keep track of gem collection, spawning of the Exit Point actors as well as the End Game logic. It also has optional support for activating vision arc optimizations, since having a lot of dynamically updating vision arcs is quite expensive. It is best to use the optimization features only if performance issues are evident as the cost of running this feature otherwise could reduce the performance slightly.

    BP_PatrolAI_Parent:

    The base class for AI patrol bots & parent class of BP_PatrolAI_Melee & BP_PatrolAI_Ranged. This class handles state changes & operational cost levels, while the linked Behavior Tree handles sensory input management. Other inbuilt functions include patrol waypoint calculations as well as updates to alert meters, both direct & peripheral. It also uses AI Perception to detect sounds & other default components to display bot state & peripheral alert status, while a custom vision arc component handles dynamic updates to the vision arc.

    BP_PatrolAI_Melee & BP_PatrolAI_Ranged:

    The melee class does not contain any additional threat detection/management logic apart from what it derives from the parent class, while the ranged class uses a custom laser tracker component to lock on to targets.

    BP_AIController_PatrolAI:

    Initializes the Behavior Tree & updates the blackboard values at runtime based on the bot state changes in BP_PatrolAI_Parent class.

    BT_PatrolEnemyAI & BB_PatrolEnemyAI:

    Handles the patrol bot behavior through various tasks & blackboard data based on the activation of different bot states. Also contains service to handle threat detection.

    BTS_VisionCheck:

    Handles threat detection logic for patrol bots by searching for player character at regular intervals & evaluating if it's within the direct or peripheral vision range. Uses distance, angular & line trace checks along with the hearing sense data from the AI perception component to determine the control bot states.

    BTT_TakeAimAtTarget:

    Activate laser tracking system for ranged bots to lock on to the active target.

    BTT_CallEndGameLogic:

    Calls the end game logic from the Game Mode.

    BTT_EndCurrentPatrolCycle:

    Ends active patrol cycle based on the patrol movement type.

    BTT_ExecutePatrolMovement:

    Issues move order to patrol bots based on the associated movement type.

    BTT_MoveToTargetLocation:

    Used by patrol bots to move to suspicious locations in investigation mode.

    BTT_InspectCurrentLocation:

    Used by patrol bots in investigation/alarmed state to search around a suspicious location. The number of sweep searches as well as speed can be changed easily by adjusting the parameters for the same.

    BTT_KeepTargetInFocus:

    Keeps the bot focused on the active target

    BTT_SetActiveThreat:

    Updates the blackboard value to store information about a new target.

    BTT_SetNewPatrolLocation:

    Calculates next patrol waypoint & sets target point actor at the location.

    BTT_SetNewTargetLocation:

    Set target point actor at target location & updates the blackboard with the new information.

    BP_StationaryAI_Parent:

    The base class for stationary AI bots & parent class of BP_StationaryAI_Camera & BP_StationaryAI_Turret. This class handles threat detection, state changes & operational cost levels, while leaving the behavior of the bot during different states, to the child classes. Similar to the patrol bots, the stationary bots also use a custom vision arc component that dynamically updates the vision arc based on overlapping obstacles.

    BP_StationaryAI_Camera:

    Handles surveillance movement for the camera bots. Also contains functionality to alarm nearby patrol guards, once it detects a potential target.

    BP_StationaryAI_Turret:

    Uses an automated laser tracker component to lock on to targets.

    BPC_AutomatedLaserTracker:

    Custom component used by ranged offensive AI bots to lock on to a single target before firing a shot. Laser beam emitter used to display los to the target.

    BPC_VisionArcVertexManager:

    Custom component used by actors that require a Vision Arc. This component updates the individual vertices of the custom mesh components that make up the Vision Arc based on the obstacles in parent actor's vision range.

    BP_AimPlane:

    This actor is spawned at level start to retrieve the cursor location at positions higher than ground level (the normal hit result location) so as to provide the player with an accurate aiming assist while using gadgets that require manual targeting with the cursor. Does not contain any code within itself.

    BP_AlarmTarget:

    Disposable actor used by AI bots to trigger a noise alarm that attracts nearby AI bots to the actor's location.

    BP_ExitPoint:

    The Exit Point serves as the final objective for the player and gets activated by the Game Mode once the player has collected all the gems scattered throughout the level. Uses collision overlap to call end game logic.

    BP_Gems:

    Collectible actors that can be placed around the level and serves as one of the primary objectives of the game. The Game Mode keeps track of the collected gems as well as the total number of gems in the level & activates exit point based on this information. Uses basic overlap events to update the HUD & game mode once a gem is collected by the player.

    BP_VisionArcOptimizer:

    Determines if the vision arcs need to be rendered based on whether they're on screen or not. Can provide a significant performance boost if there are many actors with vision arcs in the level.

    BP_WaypointNode:

    Used as anchor points for pathing when movement type of patrol bots are set to 'FixedWaypoints'. Does not contain any relevant code within itself.

    BP_ProximityShockMine:

    Deployable gadget that uses basic collision overlap to temporarily deactivate the first patrol bot that ventures too close to the actor. Destroys itself once used up.

    AnimBP_Parent & AnimBP_PatrolAI:

    Basic animation updates based on the character velocity.

    AnimBP_Player:

    Basic animation updates based on the character velocity plus anim notifies to handle footstep noises while running.

    BPI_TargetLockOnSystem:

    Interface implemented by actors that use the Automated Laser Tracker component.

    BPI_VisionArc:

    Interface implemented by actors that use Vision Arc Vertex Manager component.

    Widget_TopDownHUD:

    The Top Down HUD handles all the major in-game HUD updates including HUD updates for stamina bar, gem collection stats, whistle & gadget button activations/state changes.

    Widget_GameOverHUD:

    Handles the end game UI interactions. Supports game restart & quit to desktop functionalities.

    Widget_LoadoutMenu:

    The Loadout menu enables the player to select a gadget from a list of all the gadgets specified in the gadget data array before starting the level.

    Widget_GadgetsGridPanel:

    Modular container panel that displays all the gadgets using a custom grid panel. It dynamically adjusts it's position & size based on the number of gadgets as well as set of parameters defined by the designer.

    Widget_GadgetSelectionButton:

    Enables selection of a gadget based on the associated button index within the Gadgets Data Array.
    Last edited by Stormrage256; 05-18-2016 at 11:13 AM.

  4. #4
    0
    Top Down Stealth Toolkit Basics #1: Patrol Bot Movement System

    The Patrol bots in Top Down Stealth Toolkit are equipped with three different types of patrol movement system: Stationary, FixedWaypoints, & RandomWaypoints. This setting can be changed from the 'PatrolMovementType' enum variable listed under the 'User Defined' category for Patrol Bots as shown:

    Name:  movementenum.png
Views: 1955
Size:  639.1 KB

    1. Stationary Movement Type: The Stationary movement type setting is used for patrol bots that are assigned to guard a particular location without actual patrol movement. They will however move out to investigate any suspicious activity in their vicinity. Upon failing to find the player under any circumstances, these bots will always return to their original guard location.

    2. FixedWaypoints Movement Type: The Fixed Waypoints system is used to create well defined paths for patrol bots. This is accomplished using a combination of custom Waypoint actors as well as an array to store references to these waypoints in a fixed order. In order to create a patrol path using this system, drag in the BP_WayPointNode actors into the level to create a set of path points. Now under the 'User Defined' category of the patrol bot actor, add new elements to the 'FixedWaypointsArray', and then select the Waypoint actors [screenshot below] from the dropdown in the order in which the bots are required to traverse them. Bots that have been interrupted from this behavior by the player will always return to this designated path once they lose track of the player.

    Name:  fixed.png
Views: 1948
Size:  632.5 KB

    3. RandomWaypoints Movement Type: Patrol bots assigned with this movement type will keep moving between randomly selected destinations at run time. Adjust the value of the 'RandomWaypointRadius' variable within the BP_PatrolEnemyAI_Parent blueprint to change the radius of search for the new waypoints.

    Check out 0:54 of the Top Down Stealth Toolkit preview video to see all three patrol movement systems in action:

    Last edited by Stormrage256; 07-01-2016 at 01:03 AM.

  5. #5
    0
    Hi, daft question, but how do I resize the vision cones?

  6. #6
    0
    Quote Originally Posted by Daltone View Post
    Hi, daft question, but how do I resize the vision cones?
    Hi Daltone, if you select any of the bots in the level, you'll be able to find two attributes 'VisionRange' & 'HalfVisionAngle' under the 'User Defined' category [see attached image]. You can adjust these values to change the size of the vision cone.

    Alternatively, you can change it within the AI blueprints class itself to have it affect all AI units of that particular type.
    Attached Images Attached Images  
    Last edited by Stormrage256; 10-12-2016 at 02:23 AM.

  7. #7
    0
    Thanks, I think I must have gone temporarily blind. Nice toolkit though!

  8. #8
    0
    Quote Originally Posted by Daltone View Post
    Thanks, I think I must have gone temporarily blind. Nice toolkit though!
    Thanks Daltone. I'll be posting more information regularly on how to work with different parts of the toolkit.

  9. #9
    0
    Top Down Stealth Toolkit Basics #2 (v4.11): Vision Arcs

    The Vision Arcs in Top Down Stealth Toolkit are created using Custom Mesh Components & updated at runtime based on the obstacles in the near vicinity of it's parent actor. They primarily serve the purpose of conveying information about the AI Line of Sight to the player, while the functional parts of AI threat detection are handled elsewhere. Due to this modular approach, the properties of the vision arcs can be modified without worrying about making changes to the AI threat detection logic.

    The implementation of Vision Arcs in the toolkit is comprised of 4 different parts:

    1. The Vision Arc Custom Mesh Component enable the vision arcs to dynamically change their shapes based on the obstacles in the near vicinity of it's parent actor.

    2. The Vision Arc Vertex Manager is a custom scene component responsible for the calculation of the vision arc vertices at runtime. Once it calculates a new set of vertices, it sends them to the parent actor through the 'BPI_VisionArc' interface so that the Vision Arc Custom Mesh Component can be updated using this information.

    3. The blueprint interface BPI_VisionArc provide the parent class with the functions necessary to create the vision arc & initialize it's default parameters, handle runtime vertex updates, & dynamically update it's rendering status based on the requirements.

    4. The Vision Arc Bounds is a box collision component that continuously searches for any obstacles in the vision arc range & thus determines whether the Vision Arc Vertex Manager needs to process further updates. This ensures that the expensive vertex update calculations are processed only when required & thus helps increase the performance.

    Name:  visionarcpartshighlights.png
Views: 1160
Size:  491.6 KB


    The following parameters can be used to edit the properties of the Vision Arcs for AI bots:

    1. VisionRadius: The Vision Radius parameter determines both the visual range of the vision arc as well as the associated threat detection range for the bots. This can be used to produce different types of vision arcs for different types of bots. For example, a melee bot might have less vision range, while a ranged bot could have large vision range.

    2. VisionAngle: This parameter can be used to control the angular range of the vision arcs and hence can be used to produce different types of vision arcs for different types of bots. However having multiple AI bots with very high vision angles can reduce performance, as the vertex update calculations for a vision arc increases with increase in it's vision angle.

    Name:  visionpara.png
Views: 1150
Size:  569.5 KB
    Last edited by Stormrage256; 10-12-2016 at 02:24 AM.

  10. #10
    0
    Top Down Stealth Toolkit Basics #3: Gadgets

    The Top Down Stealth Toolkit comes with a set of gadgets that enable the player to get around the AI bots. In order to facilitate selection of gadgets from the loadout menu at level start, all information about the gadgets are stored in the Gadget Data Array variable in the BP_TDSTGameInstance class. The Gadget Data Array holds information such as the gadget description, cooldown delay, number of uses, etc as shown below:

    Name:  gadgetdataarray.jpg
Views: 1114
Size:  201.5 KB

    It can also specify whether the gadget has been unlocked or not. This information is taken into account when the Loadout menu displays the list of available gadgets to the player & can be used to control the availability of different gadgets based on player progression.

    Gadgets: As specified in the Gadget Data Array, the Gadgets can be used only a limited number of times. The number of gadget activations remaining is displayed through the UI element for the same. Gadgets also have a cooldown interval during which they cannot be used.

    1. EMP: The EMP is an instant activation device that deactivates all cameras & turrets in range for a short duration.

    2. Proximity Shockmine: The Proximity Shockmine is a deployable actor that delivers powerful electric shocks to stun a single target. It works based on the principle of overlaps & deactivates the first patrol bot to pass through it for a limited period of time.

    3. Stun Gun: The Stun Gun is a non-lethal firearm that can temporarily knock out patrol bots from a distance. Unlike the other gadgets, the stun gun requires manual targeting using the mouse cursor. Splines are used to provide visual aim assists from the player towards the target.


    Apart from the Gadgets, the player character can also use a Whistle to distract enemy patrol bots. It basically creates a noise which can be picked up by the bots with Hearing Perception. The Whistle has unlimited usage & doesn't have any cooldown requirements.
    Last edited by Stormrage256; 10-12-2016 at 02:25 AM.

  11. #11
    0
    I've been working on the first update over the past few weeks. The main focus of this update since the beginning was to find ways to make the vision arc rendering less expensive. While the actual line trace based calculations doesn't offer much leeway in terms of cost reduction, I've found other ways to greatly optimize the vision arcs. These include checks to identify if the vision arcs are within visible screen space as well as less expensive obstacle checks to set the operation cost levels of enemy AI dynamically. Based on the operation cost level, the bots may turn off the line trace calculations for vision arc, player search logic, or both, thus essentially turning on/off expensive features based on the requirements.

    Apart from this, I had been kind of troubled with the class hierarchy for the enemy AI. The Top Down Stealth Toolkit v1.0 comes with the following level of hierarchies:
    1. At the highest level, we have the Enemy AI Parent class derived from the character class.
    2. At the second level, we have two classes: Patrol AI Parent & Stationary AI Parent class, both derived from the Enemy AI Parent class.
    3. At the final level, we have two classes derived from Patrol & Stationary AI Parent classes each.

    The problem with this approach was that the Stationary AI class inherit unnecessary components like character movement component & skeletal mesh component from the Enemy AI parent class. I could have made them into separate entities but since I wanted both types to be able to use vision arcs, I decided to derive them from the same class & implement the vision arc logic in the Enemy AI Parent class. So I started searching for more cleaner & alternative approaches & came upon the concept of composition, thanks to zoombapup mentioning it in an old forum post. After doing some research on component based workflow, I decided to use the Vision Arcs as custom components that can be added to any class. This modular approach along with the use of interfaces have helped to remove the unnecessary Enemy AI Parent class & instead have Patrol AI Parent & Stationary AI Parent as two separate entities, each containing only what is required of them. The vision arcs are now added as components to both the classes.

    The other major changes that have been made so far include a new Turret bot AI, the use of Setter functions instead of setting exposed variables of a class from another class directly, more optimized AI threat detection logic, etc. I'm also planning to implement an optional gadget selection screen at level start, as well as looking into the prospects of implementing the gadgets as components.

    I hope to finish work on this update by sometime next week & in time for the official Unreal Engine v4.11 release. There hasn't been any updates about what's happening with the updates for this toolkit, so I just wanted to give a heads up about that.

  12. #12
    0
    Preview Video for the new Gadget Selection Menu: [Part of the upcoming v1.1 update]



    The Gadget Panel is created dynamically based on a new array that holds information about all Gadgets including gadget type, unlocked status, description, etc. This data driven approach ensures that the panel adjusts its size, position, number of child widgets, etc at runtime & thus prevents the need to make HUD changes everytime new gadgets are added into the project.

    By changing the parameter for number of columns, the grid layout automatically adjusts itself. [See attached images]
    Attached Images Attached Images    
    Last edited by Stormrage256; 10-12-2016 at 02:25 AM.

  13. #13
    0
    Here's a short preview of couple of new features that is coming in the v1.1 update.

    The Automated Laser Component can be added to any of the bots that require a target lock-on system. Just activate the tracking system when necessary & it will use the associated interface functions to lock-on to the active target.

    The new Turret bot acts as the offensive counter part of the camera bot. While it offers a very limited static range of vision, it's quick lock on timer enables it to take down targets with ease.


  14. #14
    0
    Hi, I will not have access to my computer until this coming Monday & hence will not be available in the forums. However I will have access to my mail. So if anyone has any queries regarding the toolkit, you can reach me at: rohitmohan.k@outlook.com

  15. #15
    0
    This is great, one idea to enhance the AI would be to add a state so that once the player is detected, the enemy will look around and occasionally follow the same path/area of the player for a while, even if the player has escaped from view. I think this would make the AI more intelligent and less predictable, otherwise as with most games the AI basically has the memory of a gold fish :P. Another idea is once you've been spotted, the AI could then alert nearby AI. These are just some idea that I think would enhance the stealth aspects, but I'm pleased with the template and you will see how I get on using it in the UE4 G+ community.
    Atoms4D - Indie VR Game atoms4d.com *site needs updating(soon)*
    XAXISvr - A Marketplace for VR Dev's: xaxisvr.com
    Owen Prescott - Official Concept Art & Design: owenprescott.com

  16. #16
    0
    question,

    so the AI starts following me. If I run away they will stop chasing me and return to their place?

    Regards!

  17. #17
    0
    Quote Originally Posted by owenprescott View Post
    This is great, one idea to enhance the AI would be to add a state so that once the player is detected, the enemy will look around and occasionally follow the same path/area of the player for a while, even if the player has escaped from view. I think this would make the AI more intelligent and less predictable, otherwise as with most games the AI basically has the memory of a gold fish :P. Another idea is once you've been spotted, the AI could then alert nearby AI. These are just some idea that I think would enhance the stealth aspects, but I'm pleased with the template and you will see how I get on using it in the UE4 G+ community.
    Hi Owen, glad to hear that you're pleased with the toolkit. I agree with what you mentioned about memory of AI bots in stealth games. I noticed that in every game that I played through to collect references while working on this toolkit. What almost all of them does is it to have the AI go towards the last seen position to check it out. The AI does that in the toolkit as well, but I was not really pleased with the implementation in the vanilla version of the toolkit. So I've added a couple of new bot states for the upcoming update [will be submitted this coming monday]: a suspicious state when the AI first detects a player, & an alarmed state when it either hears an alarm or when it loses direct line of sight to player. The alarmed state lets the AI sprint towards the last seen position instead of the currently implemented investigation mode, which abruptly slows down the AI speed to normal patrol level. Once the AI reaches the last seen location, it will just do a stationary search at that location. The problem with letting the AI follow the player instead of going towards the last seen location is that I haven't found a way to convey that to the player. At the moment, the vision arcs along with the strictly defined bot states provide accurate information about how far the AI can see, thus enabling the players to make decisions while understanding the rules. Unlike third person or first person stealth games where the player has a much better idea of whether the AI can see them, in top down games, I feel that we kind of need to let the player know about it. One possibility is to use a timer UI element to depict that the AI would follow the player until this timer finishes. I will definitely do some thinking about that while working on future updates, but if you have any other ideas, please do let me know.

    As for the AI alerts, yes that would definitely be a neat little addition to the toolkit. I will try to include it in the second update.
    Last edited by Stormrage256; 07-20-2016 at 02:28 AM.

  18. #18
    0
    Quote Originally Posted by Namesis View Post
    question,

    so the AI starts following me. If I run away they will stop chasing me and return to their place?

    Regards!
    Hi Namesis, well it depends on the current state of the AI. Here's how it's going to work once the v4.11 update goes live on the marketplace [assuming here that the AI bot doesn't get distracted by any alarm or footstep sounds]:

    The AI bot is chasing the player character [Threat Detected state] >> The player manages to get outside it's vision range >> The AI bot goes toward the last seen player position & does a stationary search, which is basically looking around towards right & left a certain number of times [Alarmed state] >> If it cannot see the player during this search, it will revert back to patrol state. Now based on the patrol movement type, it would do one of the following things:
    1. Random waypoint patrol: It will choose a random location within a specified radius & start patrol movement towards it.
    2. Fixed waypoint patrol: It will go to the next position that it was supposed to go before it went on chasing the player.
    3. Stationary patrol: It will go back to it's original guarding position & stay there.

  19. #19
    0
    Update I (v1.1) [Compatible with Unreal Engine v4.11] project files are now available in the Marketplace. Since this update brings about a lot of changes, both in terms of new features as well as the improvements over the previous v1.0 implementation, the update has been released only for Unreal Engine v4.11. This ensures that anyone who wants to keep using the v1.0 implementation can still download the v4.10 project files from the Marketplace. Listed below is a brief overview of the code changes in the update:

    - Dynamic Vision Arcs & Laser Tracking system are now implemented through the use of custom components & interfaces. The component based design provides improved modularity & enables easy attachment to different classes.

    - Added Turret Bot AI. Uses the new Laser Tracking component to acquire & lock on to targets. [Preview Video: https://www.youtube.com/watch?v=9uOBp0Tnk34]

    - Gadget Selection menu at level start enable players to select custom loadouts. Gadgets populated as HUD elements dynamically based on information specified in the Gadget Data Array. [Preview Video: https://www.youtube.com/watch?v=1FJeg6V7iek]

    - The new Gadget Data Array controls the important parameters of all available gadgets from a central location.

    - The Camera Bot now triggers timed alarm loops instead of single alarm as long as player character is within vision range.

    - Replaced Camera Jammer with an EMP that can temporarily deactivate both camera & turret bots.

    - Laser Tracking component added to Ranged Patrol bot to improve over the existing targeting system.

    - Improved aesthetic feedback for peripheral range display. The peripheral range display changes color from white (default) to red based on peripheral alert level, replacing the text render that displayed peripheral threat counter.

    - The patrol bots can now distinguish between different types of noises & handle decision priorities accordingly. Alarm sounds receive higher priority compared to footstep & whistle sounds.

    - Added new suspicious & alarmed states for the patrol bots to create a more realistic design for state changes.

    - The new Vision Arc Optimizer actor provides performance boost by removing rendering calculations for arcs outside the screenspace.

    - Added dynamic operational cost levels enable AI to turn on/off expensive calculations like vision arc updates & threat detection logic on the move based on the requirements.

    - Setter functions implemented to enable variables changes to occur only from within their parent objects.

    - Improved code standardization & optimization implemented across all classes.


    All changes within the blueprints are marked with the boolean variable 'Version1.1' in order to easily identify the workflow changes introduced with this update. Comments are also written to describe the major changes. The new variables as well as functions added to existing blueprints are also marked in the event graph as shown below:

    Name:  v11.jpg
Views: 1410
Size:  426.2 KB

    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Changes in the Content Browser:

    - New default HUD class added: BP_PlayerHUD.

    - New default Game Instance class added: BP_TDSTGameInstance.

    - Removed BP_EnemyAI_Parent class.

    - Added new stationary enemy AI class: BP_StationaryAI_Turret.

    - BT_PatrolEnemyAI, & BTT_SearchCurrentLocation renamed to 'BT_PatrolAI', BTT_SetNewPatrolLocation & BTT_InspectCurrentLocation respectively.

    - Removed BT Tasks BTT_AimAtPlayer & BTT_ExecutePatrolMovement.

    - Added new BT Tasks BTT_KeepTargetInFocus, BTT_SetActiveThreat, BTT_SetNewPatrolLocation, BTT_SetNewTargetLocation & BTT_TakeAimAtTarget.

    - BP_StationaryEnemyAI_Camera & BP_StationaryEnemyAI_Parent renamed to BP_StationaryAI_Camera & BP_StationaryAI_Parent respectively.

    - Added new custom components: BPC_AutomatedLaserTracker & BPC_VisionArcVertexManager.

    - Added new enums: EHUDState, ENoiseType & EOperationCostLevel.

    - Removed enum Enum_PlayerSkills.

    - Added new class BP_VisionArcOptimizer.

    - Added new widgets: Widget_GadgetSelectionButton, Widget_GadgetsGridPanel & Widget_LoadoutMenu.

    - 'BB_PatrolEnemyAI', 'BP_AIController_PatrolEnemyAI, 'BP_PatrolEnemyAI_Melee, BP_PatrolEnemyAI_Parent, & BP_PatrolEnemyAI_Ranged renamed to BB_PatrolAI, BP_AIController_PatrolAI, BP_PatrolAI_Melee, BP_PatrolAI_Parent, & BP_PatrolAI_Ranged respectively.

    - Enum_PatrolAIClass, Enum_PatrolAIState, Enum_PatrolType, Enum_PlayerGadgets, Enum_StationaryAIClass & Enum_StationaryAIState renamed to EPatrolAIClass, EPatrolAIState, EPatrolType, EGadgets, EStationaryAIClass & EStationaryAIState respectively.
    Last edited by Stormrage256; 04-28-2016 at 10:52 AM.

  20. #20
    0
    Hey,
    Great template and I'm hoping to migrate the Ai to my top down (point & click game). I want to place the PatrolAi into my map so that they wonder around, attacking the top down character units (& eventually buildings) in the game. If I place the patrolAi straight into the new game they don't move, so obviously I need to re-configure the BP's. Do you have any suggestions? Even placing the Patrol Ai into the default top down doesn't work out so I would like to pinpoint which BP's I can migrate>adapt to create the movement and default actions as per the demo.

    I have tried a bunch of tutorials and even looked into other Ai systems documentation but there doesn't seem to be any info on migrating characters beyond simply retargeting animations of characters. If I do get this working I will definitely make a tutorial because there should be more info for migrating(merging) marketplace content into a game with a mix BP assets.
    Last edited by owenprescott; 05-24-2016 at 04:15 PM.
    Atoms4D - Indie VR Game atoms4d.com *site needs updating(soon)*
    XAXISvr - A Marketplace for VR Dev's: xaxisvr.com
    Owen Prescott - Official Concept Art & Design: owenprescott.com

  21. #21
    0
    Quote Originally Posted by owenprescott View Post
    Hey,
    Great template and I'm hoping to migrate the Ai to my top down (point & click game). I want to place the PatrolAi into my map so that they wonder around, attacking the top down character units (& eventually buildings) in the game. If I place the patrolAi straight into the new game they don't move, so obviously I need to re-configure the BP's. Do you have any suggestions? Even placing the Patrol Ai into the default top down doesn't work out so I would like to pinpoint which BP's I can migrate>adapt to create the movement and default actions as per the demo.

    I have tried a bunch of tutorials and even looked into other Ai systems documentation but there doesn't seem to be any info on migrating characters beyond simply retargeting animations of characters. If I do get this working I will definitely make a tutorial because there should be more info for migrating(merging) marketplace content into a game with a mix BP assets.
    Hi Owen, thanks for your feedback. : ) I tried migrating the assets to the Top Down Template as well & as you said, the patrol bot does not move. This is because it's doing a couple of casts to the default toolkit game mode and player character [see attached screenshot] to hold references to these objects for later use without further casts.

    If you replace both those casts with your new Top Down Game Mode & Player Character, the bot will start doing it's patrol when you start the game. You won't have to do any sort or retargeting unless you're using a different skeletal mesh. All the changes that would need to be made will be centered around using replacements classes for the existing classes in the toolkit like Game Mode, Player Character, etc.

    Also make sure that you're migrating all files including the Behavior Trees & tasks in the 'PatrolEnemyAI' folder. You might notice that the Engine asks you whether you want to transfer a whole bunch of other classes & enums apart from the ones you selected. Some of them are actually necessary, while others are getting dragged along for the ride just because a class like Game Mode gets imported which in turn might have references to the said classes. Just press ok for now. Once you have them all in the new project, you can replace the classes with your own classes & delete the ones that are not required. You can check out the list below to get started in that direction:

    1. Among the migrated folders, Keep the 'Animations', 'Character', 'Material', 'Meshes' & 'Particles' folder as they are. There's no blueprint logic in any of those folders. Keep all the classes in the folder 'PatrolEnemyAI' as well. These are the ones that you actually require.
    2. If you want to use your own game mode & player character class, replace all references to the 'existing toolkit gamemode, player character & player controller classes' within all Patrol AI blueprints with the ones that you created for your new project. Delete all three classes once you've made the replacements.

    [The following classes are all unnecessary; They were migrated because of links from player controller, character or game mode classes]
    3. Remove all references to the enums 'EGadgets', 'EHUDState' & 'EStationaryAIState' & then delete these enums as well.
    4. Remove all references to the blueprints 'BP_StationaryAI_Parent', 'BP_PlayerHUD', 'BP_SaveGame', 'BP_TDSTGameInstance', 'Widget_GadgetSelectionButton', 'Widget_GadgetsGridPanel', 'Widget_GameOverHUD', 'Widget_LoadoutMenu', 'Widget_TopDownHUD', 'BP_ProximityShockMine', 'BP_AimPlane', 'BP_ExitPoint' & 'BP_Gems' & delete these classes.
    5. Remove all references to the struct 'Struct_GadgetData' & delete it.

    If you have more doubts about the migration process, let me know. And thanks for pointing this out. I've added this post to the FAQ section so that it can help others who might want to do the same. I'll try to make some structural changes to the toolkit in the v4.12 update so that the migration process becomes a smoother experience.
    Attached Images Attached Images  
    Last edited by Stormrage256; 10-12-2016 at 02:26 AM.

  22. #22
    0
    Hey, I love this kit. Got it today and have made some good progress learning it. I have my own player character and melee character working "mostly". They all walk, follow paths, react to camera and foot step sounds, but there are a couple things I can't figure out:

    1. The custom melee characters do not see the player in the view cone at all. The do sense the player in the small white circle around the enemy. I have made the cone small and large and have no change.
    2. Even when detected in the small white circle and touching the player, nothing happens. If I walk out of the small white circle they go back on patrol without damaging the player or ending the level.

    EDIT: I should have stated I created the customer character by creating a child of the BP_AI_Patrol_Parent class (Hope i spelled that right).
    EDIT2: I feel like an idiot. I was extending the wrong class. Sorry. Everything is working good now. I just have to figure out why one of my guys has a blue chest and the other doesn't but that's my issue I think.
    Thanks in advance,
    Last edited by raymondlee306; 05-27-2016 at 12:13 AM.

  23. #23
    0
    Quote Originally Posted by raymondlee306 View Post
    Hey, I love this kit. Got it today and have made some good progress learning it. I have my own player character and melee character working "mostly". They all walk, follow paths, react to camera and foot step sounds, but there are a couple things I can't figure out:

    1. The custom melee characters do not see the player in the view cone at all. The do sense the player in the small white circle around the enemy. I have made the cone small and large and have no change.
    2. Even when detected in the small white circle and touching the player, nothing happens. If I walk out of the small white circle they go back on patrol without damaging the player or ending the level.

    EDIT: I should have stated I created the customer character by creating a child of the BP_AI_Patrol_Parent class (Hope i spelled that right).
    EDIT2: I feel like an idiot. I was extending the wrong class. Sorry. Everything is working good now. I just have to figure out why one of my guys has a blue chest and the other doesn't but that's my issue I think.
    Thanks in advance,
    Hi Raymond, very glad to hear that you're having fun. I think I understand what's been causing the issue. If you take a look at the Patrol AI Parent class, you would see a component named 'VisionArcBounds'.

    Name:  bounds.jpg
Views: 1217
Size:  207.2 KB

    It's basically a box collision component to identify obstacles in the close vicinity of the bot. Now normally we wouldn't require an overlap check to detect obstacles, since the AI already has the functionalities to search for player and identify if it's within range. But since we're using vision arcs in this scenario, which runs on really expensive calculations, I decided to use the VisionArcBounds box to turn on/off vision arc calculations on the move. This makes sure that unless an AI Bot has detected any obstacles within the box, it will not do any expensive calculations.

    Now if you take a look at the Melee bot blueprint, you would find that the VisionArcBounds has been adjusted to be a bit larger than the vision arc range. For all units using the vision arc, I've made sure that the box component extends 20 units longer in all directions from the vision arc. So with the melee bot having a vision range of 300, the length of the box will be 300 + 20x2=340 units. Hence the box extent will be 340/2 = 170 units in the local x axis.

    Name:  melee.jpg
Views: 1226
Size:  195.8 KB

    Right now, you would have to manually change the size of this VisionArcBounds box everytime you change the vision arc radius or angle. I'm working on the v1.2 update for the toolkit & it will include the feature to automatically adjust the box size based on the vision arc that you set. So you would only have to make a single change & the bot will take care of the rest.
    Attached Images Attached Images  

  24. #24
    0
    Thank you very much for the explanation. This will help when I start to create other types of entities as well. Like droids and ROV's.

    This may not be related to your pack, but any chance you may know what is causing one out of three of my characters to have either a red or blue trans parent material? Almost like a team material index is in the blueprint but I can't find one anywhere. The other two blueprints I created children for, player and ranged character work with no problem at all. I have also tried a few other materials to see if that was the issue but no matter what it comes up either blue or red on the chest and see through.

    Here is what the skeletal mesh looks like:
    Name:  working.JPG
Views: 1189
Size:  99.5 KB

    And here is what the same character looks like in the blueprint:
    Name:  blueprint.JPG
Views: 1199
Size:  59.2 KB

  25. #25
    0
    Quote Originally Posted by raymondlee306 View Post
    Thank you very much for the explanation. This will help when I start to create other types of entities as well. Like droids and ROV's.

    This may not be related to your pack, but any chance you may know what is causing one out of three of my characters to have either a red or blue trans parent material? Almost like a team material index is in the blueprint but I can't find one anywhere. The other two blueprints I created children for, player and ranged character work with no problem at all. I have also tried a few other materials to see if that was the issue but no matter what it comes up either blue or red on the chest and see through.
    I don't have access to my computer right now, but I believe that it's happening because the melee and ranged bot classes contain some logic to display blue and red colors at the center of their upper torso. It was made that way to distinguish between them. You can remove this logic from the construction scripts of the melee and ranged bot. It's just a couple of nodes that set the color using a material instance.
    Last edited by Stormrage256; 10-12-2016 at 02:27 AM.

  26. #26
    0
    Perfect man! That did it. I'm off and running now!

  27. #27
    0
    Quote Originally Posted by raymondlee306 View Post
    Perfect man! That did it. I'm off and running now!
    Glad to hear that you got it working man.

  28. #28
    0
    The v1.2 update has been submitted to the marketplace. This update will add support for v4.12 of the Unreal Engine, alongside introducing new features [for v4.11 & v4.12] like Laser Security Systems, Gadget Pickups & Mission Timers.

  29. #29
    0
    Top Down Stealth Toolkit concepts sections are being updated to reflect the changes introduced in the v4.11 edition. Since this could potentially remove the information about the implementation in previous versions, I've moved those sections over to my blog so that users who continue to use v4.10 of the toolkit can still have access to those articles. Links to information about the previous implementation will also be provided at the end of these posts:

    1. Top Down Stealth Toolkit Basics #2: Vision Arcs [Updated 4.11 implementation details] - https://forums.unrealengine.com/showthread.php?97156-Top-Down-Stealth-Toolkit&p=459450&viewfull=1#post459450

    2. Top Down Stealth Toolkit Basics #3: Gadgets [Updated 4.11 implementation details] - https://forums.unrealengine.com/showthread.php?97156-Top-Down-Stealth-Toolkit&p=459460&viewfull=1#post459460
    Last edited by Stormrage256; 07-01-2016 at 01:50 AM.

  30. #30
    0
    Top Down Stealth Toolkit Basics #4: Operational Cost Levels

    All AI Bots in the Top Down Stealth Toolkit are equipped with the functionality to dynamically turn on/off certain parts of their core logic in order to increase performance. The Operational Cost Levels enum variable is used to keep track of this behavior & functions mainly based on two factors:

    1. Obstacles/Potential targets in the near vicinity of the AI bot.
    2. If the AI bot is on screen or off screen at any point of time.


    Taking both the above factors into account, there are four Operational Cost Levels [even though there are minor differences between the impact of each of those levels on patrol & stationary bots]:

    1. High - Threat detection logic & vision arc vertex update calculations are processed. In case of the patrol bots, both direct line of sight as well as peripheral threat detection are activated, while the stationary bots use only direct line of sight based calculations.

    2. Medium - The direct line of sight based threat detection logic is deactivated, leaving only vision arc vertex updates to be processed. In case of the patrol bots, the peripheral threat detection will still remain active in this state.

    3. Low - Direct line of sight based threat detection & vision arc vertex update calculations are deactivated. In case of the patrol bots, the peripheral threat detection will still remain active in this state.

    4. Off - All forms of threat detection logic & vision arc vertex updates are deactivated. Vision Arcs are set to hidden in this state, since one of the prerequisites for this state is that the bot along with it's vision arc are located in an off screen location.
    Last edited by Stormrage256; 07-01-2016 at 05:31 AM.

  31. #31
    0
    Update II (v1.2) has gone live on the Unreal Engine Marketplace. This update adds support for v4.12 & introduces new features to both v4.11 & v4.12 editions.

    New Features:

    - Laser Security Systems: Acts as a secondary layer of AI Threat Detection by alerting all nearby patrol bots upon being intercepted by the player; Easily customizable using globally exposed variables; Supports drag & drop functionality into the level.

    Preview Video:



    - Gadget Pickups: Enables the designer to place gadget pickups throughout the level; Gadget type can be easily specified using a globally exposed variable in the actor; Supports drag & drop functionality into the level.

    Preview Screenshot:

    Name:  gp.png
Views: 1046
Size:  564.3 KB

    - Mission Timers & Persistent High Scores: Displays Mission Time at runtime; Adds support for persistent high scores using save files.

    Preview Screenshots:

    Name:  besttime.jpg
Views: 1061
Size:  99.9 KB

    Name:  timer.jpg
Views: 1069
Size:  87.6 KB

    - Damage Effects Interface: Provides the means to apply damage through a single conduit, irrespective of the target; Reactions to different gadgets handled by the targets in response to the interface function calls.


    Bug Fixes:

    - Fixed a bug with Alarm Targets failing to produce noise that can be perceived by Patrol Bots


    All changes within the blueprints are marked with the boolean variable 'Version1.2' in order to easily identify the workflow changes introduced with this update. Comments are also written to describe the major changes. The new variables as well as functions added to existing blueprints are also marked in the event graph as shown below:

    Name:  v12markers.png
Views: 1029
Size:  282.5 KB

    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Changes in the Content Browser:

    - New Blueprints: BP_SaveGame, BP_GadgetPickup & BP_LaserSecuritySystem.

    - New Interface: BPI_DamageEffects.

    - New member 'EffectDuration' added to Struct_GadgetData.
    Last edited by Stormrage256; 07-02-2016 at 06:49 AM.

  32. #32
    0
    Hi,

    Does your pack support multi-level via stairs, elevators, etc? If not, how difficult would adding that functionality be?

  33. #33
    0
    Quote Originally Posted by gooberCP View Post
    Hi,

    Does your pack support multi-level via stairs, elevators, etc? If not, how difficult would adding that functionality be?
    Hi gooberCP, the toolkit does not come with the default features for moving between multiple floors that are part of the same mission. There are basically two approaches to this situation:

    1. We could take the Marvelous Miss Take or Hotline Miami route, where the player can move between levels through designated points like stairs or elevators, without having the enemy follow them. In Marvelous Miss Take, the developers completely denied AI movement across multiple floors. By the looks of it, Monaco probably does this as well. I have not played Hotline Miami, but after reading about it, it seems that players would have to kill all AI bots in a level before moving on to the next.

    Adding such a system wouldn't be difficult. If you're interested, I could include it as a new feature in the next update, using level streaming based on overlap volumes to allow player transition between multiple floors in a mission.

    2. The second case would be based on allowing the AI patrol bots to chase after the player across multiple floors. I couldn't find any example for this right away, but implementing this system would require a lot more work, especially if we use some sort of conduit like an elevator that instantly teleports units across multiple levels. I have not played any top down stealth games like these in recent times. So if this is what your query was about, it would be great if you could provide an example of a game that has implemented it. I could then do some research on it & come up with a more helpful answer.

  34. #34
    0
    I've created a tutorial that goes over the process of migrating the Patrol Bot AI from the toolkit over to a new Third Person/First Person project. Screenshots have been provided for every step along the migration process with markers & tags depicting the changes that need to be made in different parts of the associated blueprints. You can find the tutorial at: https://unrealpossibilities.blogspot.in/2016/07/top-down-stealth-toolkit-tutorial-how.html

  35. #35
    0
    I broke something...I was mirgtating the project over to the latest version to get the level timer and laser grid, etc. I got everything to to work but I must have done something which caused the game over screen to stop displaying the completion time. It appears during gameplay but does not show anything on the game over screen. I check the UMD's, HUD's and blueprints and I see all the variable hooked up and there's no errors. The text is in the UI' HUD files.

    Because I already had a lot of work done I added (migrated) the features to the existing project by creating a new project with the new updated in the launcher. I then copied the files from the new project location and overwrote the old project files in the windows browser. Like I said everything works except for displaying the completion times.

    See here the HUD
    Name:  HUD.JPG
Views: 877
Size:  79.2 KB

    Here's the in game win screen
    Name:  no times.JPG
Views: 882
Size:  36.4 KB

    Here's the HUD blueprint showing the timers with no errors
    Name:  No errors.JPG
Views: 874
Size:  116.2 KB

    They seem to be there in the player controller
    Name:  Player controller.JPG
Views: 864
Size:  82.5 KB

  36. #36
    0
    Quote Originally Posted by raymondlee306 View Post
    I broke something...I was mirgtating the project over to the latest version to get the level timer and laser grid, etc. I got everything to to work but I must have done something which caused the game over screen to stop displaying the completion time. It appears during gameplay but does not show anything on the game over screen. I check the UMD's, HUD's and blueprints and I see all the variable hooked up and there's no errors. The text is in the UI' HUD files.

    Because I already had a lot of work done I added (migrated) the features to the existing project by creating a new project with the new updated in the launcher. I then copied the files from the new project location and overwrote the old project files in the windows browser. Like I said everything works except for displaying the completion times.
    Hi Raymond, the End Game HUD is programmed to show the mission completion times only when you have completed the level. Since you seem to have done that based on your screenshot & still not getting the completion times, the code is flowing into the 'Game Over' logic. And that's basically the series of nodes following the red circle you marked in the screenshot.

    At the very left of that screenshot, you can see a small part of a branch node. This branch node basically checks if the mission is a success or not. Since it's returning false and the logic moving towards the 'Game over' section, it might be possible that the 'Mission Success' variable in the Game mode is not being updated.

    Name:  Untitled.jpg
Views: 866
Size:  224.1 KB

    It's being updated using the function 'Handle End Game Logic' in the Game Mode.

    Name:  missionsuccesset.png
Views: 872
Size:  244.4 KB

    Could you check if you're updating this 'Mission Success' variable in the Game mode? The function is called from multiple classes, both for win and fail states. But since we're dealing with the Win condition here, that particular instance of this function call is made from the Exit Point actor as marked in the screenshot below:

    Name:  extpt.png
Views: 871
Size:  230.1 KB
    Last edited by Stormrage256; 10-12-2016 at 02:27 AM.

  37. #37
    0
    Stormrage256, That was it! When I copied over the blueprint files to migrate my existing game to have the new features the little check box next to the "Mission Successful" was not checked. As soon as I checked it everything started working perfect. Thanks again my friend, your support for your product is unparalleled.

  38. #38
    0
    Quote Originally Posted by raymondlee306 View Post
    Stormrage256, That was it! When I copied over the blueprint files to migrate my existing game to have the new features the little check box next to the "Mission Successful" was not checked. As soon as I checked it everything started working perfect. Thanks again my friend, your support for your product is unparalleled.
    Thank you Raymond Glad to hear that it's working well for you now.

  39. #39
    0
    Hi, can anyone tell me step-by-step how to set the animations so they would work in newly imported mesh? I changed these 2 options in the dragg&dropped BP_PatrolAi_melee character but my character is walking/running/idling in T-POSE. Should i make anything more to make it work? I've migrated animations, changed Skeletal Mesh in BP_PatrolAi_Melee and it still doesnt work.

    Name:  TPoseALlDaTime.jpg
Views: 764
Size:  614.6 KB

  40. #40
    0
    Quote Originally Posted by Davecore View Post
    Hi, can anyone tell me step-by-step how to set the animations so they would work in newly imported mesh? I changed these 2 options in the dragg&dropped BP_PatrolAi_melee character but my character is walking/running/idling in T-POSE. Should i make anything more to make it work? I've migrated animations, changed Skeletal Mesh in BP_PatrolAi_Melee and it still doesnt work.
    The toolkit is using the basic UE4 mannequin. Epic has already released some tutorials on how to do animation retargeting for both same as well as different type of skeletons. Since this is probably of a different type, you could check out this tutorial: https://www.youtube.com/watch?v=xy9aLbZLdeA

Page 1 of 3 123 LastLast

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •