Just a quick post to say that UE4.15 support has been added to the toolkit!
There have been no changes to the framework or features in this release, so updating any existing projects to the latest engine version should not break or require any additional effort on your behalf.
If you come across any issues or have any questions please feel free to send an email to or post this thread. Happy Dev-ing!
That was quick! I just purchased the kit, really awesome job!
I am having a bit of an issue with the 2 player setup and the camera/board, sent you an email detailing the issue, anyone thinking about getting this, buy it! Well worth it!
Hi,
I changed the View Card Widget and it worked with cards on hand perfectly. But the layout didnāt change with card on the field. When I view the card on field, the layout is something wrong. You can see in the attachment.
From the image you have attached it looks like it could be possibly due to the widget scaling. I can see the text and numbers are not displayed in their correct locations and the image doesnt seem to be as big as it should be. It is definitely strange to see a difference as they are both using the same ViewCard_Widget, so the scaling seems to be the most probable cause of what you are seeing.
If you use the In-game editor to change the scaling of the card in the players hand then you may see a similar issue occur. Feel free to reach out to the support email with some screenshots of your setup and I may be able to help you further!
Yes, I will send you related files through email asap.
I knew that I should change 3 material files for field cards, but I donāt know where to change the numbers positions on field cards. And I read the CardReplacement but I couldnāt find any clues.
Iām a Unity user, so Iām quite unfamiliar with UDK Please help me.
The layout of the cards which are placed on the board can be changed in the 3DCard actor(ā¦\blueprints\Gameplay) . This is just a regular blueprint, so you can easily change the layout within its viewport by dragging different components around the space to meet your needs
Does anyone here keep getting compile errors whenever they re-open the project?
Re-compiling a couple of function library fixes all the compile errors, but itās very annoying to do it everytime.
Edit: The error seems to start when I add a class reference in the Card_Struct. I need the class reference because I will be calling a cardās abilities from its respective class.
Hey Maxzerr, It looks like you have hit one of the engine issues around editing structs. This is known and an issue has been raised and can be found here: Unreal Engine Issues and Bug Tracker (UE-40050) . To help get this fixed sooner, it would be great if anyone who has seen this issue votes on this ticket so that its priority can be raised.
As for a fix, there have been a number of things you can try which are mentioned in the additional information above, however they are not completely reliable. The best bet at this stage would be to revert the changes and fix any issues that occur in the blueprints. From there, create a project backup and then step by step make the changes to the struct, save, and restart the editor to see what state it is in. Personally I have only see this occur when editing sub-structs, so if this is also how you have made the changes to the main Card_Struct then you could also try simply adding the variable to the main struct instead of a child, and hopefully should be able to by-pass this issue.
I actually managed to āfixā it by not setting a default reference to the class in the struct (i.e. leaving it to none). I set the reference to the ability class variable in the respective card data set and there are no compile errors on project start.
Hi! This looks really cool and it would save me a lot of time.
I do have 1 concern though: I saw at the Trello link that āthe ability to move/sort card position on the board after they have been placedā is under Gauging Features Interest. I assume that means this is not currently possible. Thatās a problem for me. The game Iād like to make involves 2 rows of cards for each player, and each player having the option to switch the positions of cards already on his field during his turn (usually from his back row to his front row, since only his front row can attack).
Is this currently possible to do, and if not, when do you think this functionality will be added? Thanks!
Just wanted to make a quick post here on the CCG Toolkit.
First of all, the creator of this toolkit, is an amazing dev! Everytime I have contacted him for support, I have received a very prompt reply with a plethora of information to satisfy my questions.
I have never received this great of support from any developer. Absolutely fantastic! Seriously people, buy this asset, it is more than worth it and this developer needs our support!
I do hope to be posting soon on the forums here with a game created withās CCG Toolkit, I will also be writing some tutorials soon on how to create a login and registration system for the CCG Toolkit or really any Unreal game!
Glad you are enjoying the toolkit! The tutorial that was in progress for the taunt ability became out-of-date with the recent updates to the toolkit so it would be counter productive to share at this point.
So the concept of the taunt ability is to check and see whether there is a card with a taunt ability which redirects any attack to the taunt card. Within the Card Game Player Controller there is a āRun Card Interactionā function which triggers the card interactions, and here you can check the opponents board to see whether any card on the board has the taunt ability. If so, you can change the āInteracitionRecievingCardā variable to change which card will be receiving the interaction and the system should handle the rest.
You will likely need to create a filter which checks all opponents cards on the board and returns the first/or random card from the opponents side of the board. Use the card filters in the ArrayFiltersFunctionLibrary as an example of you could create a filter for this. You can get the opponents cards by getting the opponents cards on the board from the game state.
Really excited to announce this one! All I can really say is that it is moving to something more adventurous. Have already been adding way to many features and reworking almost everything to be easier to point around and setup with a few clicks.
I will be getting the community involved before release so that it can be even more packed with value, ease of use, and fun. I should have the first wave of details out within the next month or two!
I have a question on mana. I am trying to change the way the player gains mana. Instead of it being based on the player turn maybe have a card determine how the player gains mana (play card).
Updates have slowed down on the toolkit with another project on the way, So if you are after this definitely reach out the support email and I can run you through some of the details for how to get this implemented for your project
Couple of places to look into for this. To remove the mana being added each turn, in the player controllers server-side events graph, find"Event Change Active Player Turn". Off this event, all you will need to do is remove āGet Mana for Turnā which is called when the players turn is active.
As for the card, this is also relatively simple to do. In an ability, all you will need to do is get a reference to the players āPlayer stateā and set/ add mana to the mana int variable. Something like in the image below which also caters for the AI side of things if that is something you want to use.