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

Thanks for responding, I was desperate.
Are you going to upgrade to 5.2.1 or 5.3, fixing all the bugs we report to you or just the inputs?
Could you add the possibility to play it in VR?

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ok, more info on the issueā€¦ the ONLY way to get the villagers to do the jobs you ask them, is to send them to a far away WATER resourceā€¦ if they dont go to that first, they simply wont harvest any other resourceā€¦

this morning ive had multiple occurences of the town center disappearing, villagers getting trapped in buildings, and just now, my endgame build just wouldnt finishā€¦ the villagers did half the job then walked awayā€¦ this was on a PC packaged build too

Fixes will be made for 5.3 and wonā€™t include VR

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Hello
When you spawn the object, you place it in the center of the screen. But without testing if the place is valid (it turns red but it stays there).
I found where to change the placement by grid

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Hi!!
Is there a discord channel to share information and ask questions?
For now I have just two:

  1. Where can I change the number of spawning Villagers at the beginning?
    I am in ā€˜Spawn Villager>BP_GMā€™ but I am not able to change them, just the number in the interfase. Maybe I am not in the right place?
    I changed the number of spawn villagers in the houses and now is only one, how can I start with only one villager?

  2. How can I change the Nav Mesh navigator system?
    I want to use a map already made but I want the spawner and all the components to appear in the areas of my map. I am checking in the Outliner but canā€™t just manually adjust it to my areas.

Thanks!!
I just downloaded the project, so they are just early questions.

Found the answer for the first question.

In the BP_GM there is a tag with CREATE 3 VILLAGERS

I just changed the numbers in the Loop node

  • First Index: 1
  • Last Index: 1

Any other combination throws me 2 villagers.

Hi
2. The Nav Mesh is recalculated each time you drop an item

Hi again
When a character has finished building a house, he goes into idle and often stays hidden behind the house.
So inaccessible

Hi @Jean-Michel @ArranLangmead ,
In this post I add VR by example in post
Add VR to Cropout Sample Project

Hi @Jimbohalo10
Thank you, but thatā€™s the normal procedure for integrating VR components into a project.
Whatā€™s missing is integration into existing code, but Iā€™ll do that later

Hi @ArranLangmead
The more I analyze your project, the more I find it awesome

How to use the IconBaker plugin?

Hello,
Have you upgraded the project to 5.3 with the bug fixes?

hi @JeanMichel_4D
The Cropout example has been upgraded ,You just need to load the updated version from the Epic Launcher

I just downloaded 5.3 files and checked the content folder. The size is exactly the same of 5.2 version. I played the game and the overlapping bug I replied above still exists. So I guess we need to wait for a while for the bug fixes.

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Hey all, most of the bug fixes for 5.3 are around the mobile application and touch. I still havenā€™t been able to replicate some of the bugs raised previously but will continue to do so. If you havenā€™t seen on the EDC, Mathew Wadstein has been making some amazing short
tutorial videos on different parts of Cropout. One of which covers plugins and using the icon baker plugin :smiley:

Couldnā€™t Epic please allocate at least two tech artists or even pr tech artists to take care of these projects? Or just hire someone experienced? These projects are gold and itā€™s a shame that once are forgotten or abandoned and they will be swept away into oblivion. In my opinion, money is not a problem in this case. Only will. Unreal is a great engine despite its imperfection in recent days. Instead of saying how awesome it is, it would be nice to keep showing something great, and I donā€™t mean tech demos. Its sometimes misleading for the community. But it donā€™t have much useful value for people. But showing them what they can do about it themselves and how to do it - this was always something that is not seen elsewhere (mainly projects on UE3 or small examples on UE4 were freaking great!)

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Great Tutorial, thank you Mathew!
When trying to utilize the shipped IconBaker Level (both on pc and Mac),
Or creating a new level and drawing the BP_IconMaker into the level -
I always get a blank texture in both FinalCapture and Initial_RT.
Iā€™m not sure what Iā€™m missing,
Is there any additional step that is required that isnā€™t included in the video?

Hers a short video of the issueā€™s reproduction steps:

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Has anyone found any solution to this?

Just tested on a fresh build and the icon baker is working. However if I disable nanite the mesh disappears from the capture. Is the machine you are using nanite capable?

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Thanks for the great sample project. Iā€™ve been working on a casual city-building/strategy game idea on paper for a few years now since graduating college. Iā€™ve never really gone about actually developing the game because I donā€™t know how to code. This project allows me to pick it apart piece by piece and learn how to do it nd then expand the systems with my own ideas.

One of my current major questions while breaking down the assets and understanding the skeletons and animations. I noticed that the hair assets, the skeleton is using the bones all the way form the base spine on the main character. I donā€™t actually understand why you chose to do this rather than just using the bones in the area where the hair would be.

Iā€™ll continue to ask question here as I need and perhaps share some of the development process and any problems Iā€™ve overcome along the way. I have big visions for this project and intend to make it cross-platform across all devices.

Iā€™ve linked an image for easier reference. Please pardon my spelling.

Sincerely, 1UP

Screenshot 2023-10-19 105438