It was very intuitive tbh, easier than before even
chlballi thanks for sharing
Also I really like your character stats UI design.
Awesome
Thanks! I just hope people get some use out of it. Iām still learning myself, so anything to help the group.
I stole the +/- numbers and the stat names/order from D&D.
fixed haha ;D
Ah cool, I plan to build a ranking system its on my long list of features lol.
Yes, definitely, in all cases, other games* inspire *us.
How/where does the system set the locations of the equipped meshes?
More specifically I have gotten to where I can set anim state per item equipped but the assault rifle is slanted really badly:
I have tried rotating the mesh on the char and rotating the skeletal mesh itself but neither worked
EDIT: and of course I found it straight away after
for anyone else its in the equipment character under the onRepMesh functions
In the demo the socket rotation is setup for the Third Person Animations Epic includes in the Third Person Starter Project.
If animations in your project seem to have a wrong rotation for the equipped weapons, then you can simply just adjust the socket on the Player Skeleton to a position that fits your animations better.
Now when you are working with multiple animation packs, the problem with sockets is that they are attached to bones, and different animations may have different rotations set on the bones the socket is attached to.
Most animators focus on making their animations look good and not so much on the technical uses of their animations or consistency between different assets other animators are selling.
If you see your rotation working fine on some animations and other animations itās all off, you will most likely have to clean these things up at an animation level if you want consistent rotation between different animation sets.
Thought i would share a video of my game logic that i have been working on with the inventory system.
Backpack, food, water and energy logic.
[video]http://www.indiedb.com/games/remnants/videos/remnants-game-logic-wip[/video]
Excellent work. Are you using the UE4 Mannequin animations?
Very Good Stuff OverRated_AU! I also like the camera toggle so you can see your character, that was a cool touch. From seeing your screenshots, and now that video, I do have to ask: What is the story for your game?
Also: What Rhynedahll saidā¦
Yeah my character is setup to use the Mannequin animations.
For our story in short, its based hundreds of years after a future where nothing but ruins are left and the earth has taken back over, all humanity has been wiped off the face of the earth by the past between humanity and AI, you play as a cyborg which was created a last defense tactic in the , some cyborgs got placed in a status mode before the as it was part of there structural design they start reboot when the energy-cell within his body starts to fail.
Thats a basic idea of our game it is will be a open world survival sand box game so there wont be a story mode, but we do plan to add story based loot.
Sounds very cool. Thank you.
Has anyone else added footsteps to their characters through sound cues on the animations? Iām not sure if this is an engine issue or an issue with the Inventory System, but the sound works great and as expected if the character spawns without boots. However the sound is doubled (almost like a horse) unless I jump first, then it works fine. Anyone have any thoughts on thought?
Iām using the footstep cue from the ShooterGame to test.
EDIT: It also seems to happen when you equip them for the time as well. Interestingā¦
EDIT2: The issue seems to be a sync issue with the trigger playing twice since the animation is on skeleton and not the mesh. So it fires from both the Character and the boots.
The issue seems like itās is a bug with how meshes āshareā/sync with the same animation blueprint.
I guess having something attached to the feet bones is causing the footstep cues to trigger again when the boots are on.
This is an Unreal bug and I would write up the issue for answer hub and submit it as a bug titled something like
2 Meshes (Parent/Child) sharing the same Skeleton+AnimBlueprint is double triggering animation ques.
I agree. I will post the quest and post any findings if anyone else has a similar issue. Thanks.
Using sound cues are fine for actions like jumping, but for walking and running setup a LineTraceByChannel because you can also setup Surface Types with different sounds on each surface, This is the setup iām using and i donāt get any problem wearing boots :p.
If it does not divulge too much proprietary info, could you elaborate on your setup a bit? That sounds like a good work around for that issue. Iām only familiar with Line Traces in regards to camera.