Hello,
Your link is not working. Can you try to link your image again?
sure.
Can you see this question too, please?
āIām trying to refine something that evolves the walking start animation.
it animations itās so cool and bring best fluid animation to the character, Iām currently using it.
But my problem is: when you fall from a jump or higher place and land the ground waking, the walking start animation starts again.
I think that is not the good option.
What Iām trying to reach without success at this time: when the char land in the ground already walking, the animation need to start from the normal walking loop, jumping the walking start animation.ā
Hey,
For your first issue, the problem is that the transform of your meele damage zone is zero since it is not connected to anything. You need to connect your axe damage collider to the spawn melee damage zone class and it should work.
For your second issue, when the player lands it sets the state to isFallingStop, You can always set the state to isWalking and it should work. Screenshot below on where the part is located.
Hey friend,
Sorry for the late reply. Just to say that you solved my problems, thank you very much again
Hello again friend.
Two more questions, can you help me?
-
When I attack, the player spawn a red sphere that autodestroy after X seconds or colliding with enemy. Where can I find this event to change this X seconds? Just can find it =/
-
When the player get damage, it stays RED COLOR from a X seconds, I want to change it to something like flashing the player (like retro platform games) from invisible to visibleā¦how can I do it?
Best regards
Hey,
Sorry I missed your reply since the page slipped from the first forum page. Those should be easy enough to change but I have to get home and see exactly how. I will get back to you asap.
hello friend. Any update?
Thanks
Hey,
Sorry for the delay.
Regarding the first issue.If you are using my projectiles and damage calculators, there is a list of player projectile actors with blueprints(bp__player_projectile and bp_player_meeleattackdamage and all of them have a destroyactor node. Just change it to a set life span node and add whatever delay you want).
For the second issue, see Player_character blueprint, there is a section where the player changes color. Just replacethe damage flash color variable color with whatevber you want( any color with an alpha value near 0 should work)
Thank you friend.
Hey again friend.
How can I create this event called āEvent Actor Damaged by Objectā in a new enemy blueprint?
I attached the image here.
Iām trying to create a new enemy, and figured out how do everything right,
Except for one thing: I dont know how I put this event āEvent Actor Damaged by Objectā that take the projectile created on player attack and hit the enemy.
Iāve tried to just copy/paste this event from a enemy created by you, but the blueprint creates a custom event.
Can you help me again?
best regards and sorry to disturb you.
EDIT:
Forget, I found it! I need to add Interface on class settings inside de blueprint XD
thanks again
Sorry about the delay. In the process of moving house so replies will be infrequent for the next week or 2. Glad you managed to solve the issue
Has anyone found out how to make Destructible terrain while using this asset ? I want to make mine-able terrain like Terraria .
Hey,
Thanks for purchasing the kit. Unfortunately making destructible terrain is beyond the scope of the kit and you would need a voxel 2d terrain system for that which there arenāt any for Unreal as far as I am aware.
I just tried to launch this after compiling all of the shaders. It said it was missing 3 projectile textures. After it finished loading it gave:
LogPlayLevel: BUILD FAILED
PackagingResults: Error: Launch failed! Unknown Error
LogSlate: FSceneViewport::OnFocusLost() reason 0
LogSlate: Took 0.000554 seconds to synchronously load lazily loaded font āā¦/ā¦/ā¦/Engine/Content/Slate/Fonts/DroidSansMono.ttfā (77K)
Can you please fix this. I am really interested in learning how to do a retro style 2D platform in a 3D engine and this looks to be the best / only complete package in the marketplace.
Thanks.
Hey,
Did you do any changes to the project or just build it as it is? I will investigate the issue later today
pushing the OSX issue to the side, this is the best template an artist can ask for. A Crooked Heartās first programmer used Paper2d but when I picked up a new programmer, we switched to Unity. Code, programming and even looking at that mess hurts my brain. I want to focus on the art, animation and level design. Less code makes me a happy artist. You have made me a happy artist.
Thank you so much for creating such an amazing template at such a fair price. Paper2d was always my first choice because Iāve been using the Unreal Engine since UDK started. I know it, I love it and deal with having to learn a bit of visual scripting when Itās a must.
Super weird issue.
Please ignore the low quality, choppy frame drop mess that came out of the screen recorder.
The video shows the animations play while I have the gamepad pushed to move.
I cannot seem to figure out why the character is stuck. All Iāve done is replace the animations, size the controller to fit my sprite, 200x156.
Any ideas?
so, it turns out the collision on the character was getting stuck in the collision of the wall. I wish I could rotate the character capsule since its a dog.
But, thatās why it happened. Simple problem, simple solution.
Everytime I try to build with this project, I get no executable and all the files that would appear if it packaged correctly.
I used version 4.20