You should already have the download link.
The new 4.8 version is a bit different from the old ones (as already said) as it uses components to clean up the playercontroller and playercharacter.
If there are any issues, just drop me a mail and i will do my best to fix them as soon as possible.
of course i am doing regular updates for each UE version that comes out. Additionally i am adding features as customers request them (and are feasible). With the 4.9 update there will be a new Skill included that spawns an ally that fights with you against the enemies.
If there’s anything you miss in the toolkit, just tell me and chances are that there will be an update with the feature
indygoof thanks for swift response to my issues, I downloaded the latest version and the melee is fixed but there is still a simple bug. If you click on yourself it incorrectly starts doing melee and damage yourself so you can actually commit suicide clicking on yourself
I fixed it already by adding a check to the preCast function in the BP_MeleeSkill. I can provide you guys with a download link if needed, otherwise this fix will be released with the 4.9 update.
Default to use in the toolkit is keyboard for skill selection and mouse for skill execution and click-to-move. Basic keybindings for movement and skil execution for controllers are already in. The SkillSystemComponent has a setting to switch between “ClickOnTarget” (so i.e. rightclick determines the the target location/direction for the skill) or “LookAtTarget” (skill is executed in the direction the player is facing).
The same works without issue for virtual joysticks if enabled in the input settings.
Right now no plans for that. It may be in a future update but right now i am quite full with customer requests for the toolkit (and most of them will make it into the official next update of the toolkit, like an Ally which fights for you, factions for enemies and the player, cooldown for skills, decay for pawnsensing).
I wouldnt see any issue with using on mobile devices, a few customers at least worked on a mobile game using the toolkit (hence the virtual-joystick support).
Generally, if there are any questions for the toolkit, i usually help my customers as much as i can even with some minor (and sometimes more major) customizations in the course of support for the toolkit.
the OnDestroy wont help you here, since the character stays dead on the floor and is never destroyed.
Suppose that i created a new input binding for the “r” key and called it “RespawnPlayer”, and lets say we want to respawn him on the original playerstart he came from and only let him respawn when he is actually dead…
Even if you would choose to not use the Basic Skillsystem in the Toolkit, you could still use the camera (zooming, rotation, etc), the enemy AI (with 3 different types of player sensing, player searching, roaming, melee and ranged combat, aggro range, etc).
Of course, if you got any questions, you can always drop me a mail.
I am right now working on a plugin for a OnlineSubSystem that can be deployed in Amazon AWS, with Database Backend and much more. Though, it will take some more time until it is finished.
Are you still around? It seems to me the toolkit has a bug on the skill use with replication. It always creates two fireballs for example, but the one on the server does not get lifetime set, so the server fireballs live forever and add up. I just created a new scene then set teh lifetime to just 5 seconds so it shows earlier, the fired one ball, waited five seconds, then fired the next, after one of the two previous vanished.
That shouldnt happen. Which engine version are you using? And can you send me a mail to office@indygoof.net with a short description, this would make communication easier for me.