Explore Cropout, a top-down casual RTS sample project General Announcements

Oh okay, I remember seeing that and leaving it enabled. Was that in the longer cropout video with the panel discussion?

No, at 38:53 he gives some stuff but everything is already set up.
So I saw errors in the log with Vulkan, so I disabled it
image

I would try copying the Buildbase, house or monument asset, that sets up a build tag when the buildable is first placed.

Thats an odd one. I’ll take a look and see whats going on

There’s a lot of variation in android phones so some of it’s trial and error. You can do different android builds, switch to forward rendering and disable other elements to try and fix it. The best thing to do is try and get an error log out of the device to see what it’s issue is.

1 Like


If buildings are too close, they are not excluded from the navmesh

Could you add a grid system, snapping, which we can activate or not?

Hi,
On PC I don’t have the mouse cursor, unless I do Shift+F1.
When I build, the object is placed in the middle but then it is hidden by the main building.
Impossible to move it.
It would be necessary to highlight the object to be placed and also to move the cursor of the mouse on the object being placed

In an unedited project, testing the project in PIE, the town center suddenly disappeared

LogScript: Warning: Script Msg: Attempted to access index -1 from array ‘Mesh List’ of length 0 in ‘/Game/Blueprint/Interactable/BP_Interactable.BP_Interactable_C’!
LogScript: Warning: Script Msg called by: BPC_TownCenter_C /Game/UEDPIE_0_Village.Village:PersistentLevel.BPC_TownCenter_C_0

Hey @ArranLangmead, hope you are well.

Ive been playing around in the project for the past week or so… love it so far!

but, im having some very odd issues now… as above the town centre sometimes just disappears completely…

but the new issue, and one i cannot figure out, is that on a previously working project, and with nothing new being changed, i press play and nothing but the characters spawn in… no trees, no grass, no rocks, no town center…

I have changed the building meshes, and character for my own, and all was working fine, even packaged fine and played fine on my android phone…

any suggestions?

Hi
Why do you mix old and new Inputs systems ?
image

image

It sounds like both issues are from the save file being overwritten with an empty island. This can happen if you are playing in editor and quit during the level load. As far as I’m aware, it’s an editor only issue. Just delete the save file or start a new game.

Jean Michel, thanks for doing so much bug reporting for us. It’s really helpful. The reason we use both here is the mouse move axis detection. It didn’t fire consistently with Enhanced Input so I had to revert to the old method. Because of that, I moved all the input detection to the old system so there would be a single place, rather than splitting it between both systems. The issue should be resolved in 5.3 and we’ll update to enhanced input only.

Hey,

Thanks for getting back to me…
I have had it happen a few times while playing on my android phone too…
to add, i was using Ultra Dynamic Sky, and ive since removed this, and im going to repackage and try again…

starting a new game doesnt fix it unfortunately…
Also, while ive got you, is there a way to add other villager types?
And is there a specific method to add different building meshes? I have issues with the scale being way off sometimes, and when changing the size in the BP for House as an example, it messes up the collisions and villagers have got stuck inside them…

Will there be some tutorials added for this? I really lve this idea, and would love to see more come from it.
Im still fairly new to UE (just over 2 years) and im not amazing with creating new things… But id love to add extra buildings which have other build requirements, such as " to build this, you must have built x number of these" kind of thing…

Thanks again

Hey again,

Ok, ive managed to narrow it down a bit… I have tried adding a simple Shark SM, with a spline and basic BP setup… its included in the Greek pack on the marketplace.
If i add the shark to the map, and play the game, all works ok. if i then begin a new game, no resources or other items will load in.

If i remove the shark BP and start a new game, it all loads properly…
Is this because im not meant to be adding things to the blank island? Am i meant to add things in by BP on game start?

Here is a video showing the steps and the results

Thanks for letting me know, I have added to my list of things to investigate for the 5.3 release.

What do you mean by other villager types, do you mean different jobs? Or a completely different villager? Both are doable, but the latter is more work than the former. If you want to add a new job, you need to add a new job type to the jobs data table, populate it. Then you would need to add a new interactable to assign the villager to that job.

On differerent meshes for simplicity sake it’s probably best to just scale your house to be the same size as the original. But if you want a different size then you will need to adjust the nav modifier volume on the asset, which stops the nav mesh generating inside the buildings.

We are working on tutorials at the moment and will release them asap :smiley:

2 Likes

The spawner uses a nav mesh to spawn the assets, it may be that the shark blueprint is somehow breaking the nav mesh? Your best bet is to add a few break points in the game mode and spawner blueprint to see where the chain gets broken.

ah, that makes sense now!
ok, i will try, im not 100% sure how to do all that, but ill have a go.
i wonder if i can have the shark spawn as foliage on the sea bed instead… but then it wouldnt move… hmmm…ill keep playing

ah ha! yes, that is how to do it, id forgotten about the whole jobs assigning part! ill create new ones.
When it comes to the buildings, is there a way to make it so you cant build X (eg. Tavern) unless you have already built Y (eg. House)?

thanks again, truly appreciate the responses.

The only restrictions on spawning building is resource related. If you wanted additional rules, you would need to add that requirement in. There is another data table that tracks resource cost. You would need to add an additional requirement to that struct, populate the data table with the new requirements, and then add a check on the UI to see if those requirements have been met.

Thanks :slight_smile: Ill have a look and see what i can do

Also, i have come across another odd occurence…

Ive added a new resource, water… its set up the same as all the others.

not sure if that has any bearing on the issue though.

if i play, i cant send a villager to any nearby resources. if i send one villager to a far away resource, he will mine it… then once he has returned it to town center, i can then and only then send him to other resources. same goes for the other villagers.

here is a video showing it happening… it also happens on packaged android apps… i can replicate it every time… and its only fixable by sending 1 villager to a resource really far from the town center from the looks of it.

Also had the town center disappearing on packaged apk a few times. If you go back to main menu and continue it does come back