The reason we copy the hierarchy is because this allows us to use the same skeleton for both character and hair. That means we can use the copy pose node to share the animation logic across each of these separate meshes (keeping the hair skeleton in sync with the main character). It also allows us to attach new leaf bones at different points in the bone the hierarchy.
The first 10 minutes of this video on Fortnite character design is a really good example of this.
Hey guys im 100% new here but i wanted to upload a video of what ive done to the cropout template, i have some things id like to learn so pleaseeeeeee give it a watch its just a 2 minute watch.
I must mention i have 0000000% knowledge of blueprints, i almost did everything with a little logic and trial and error lol.
Things ive done:
Added new buildings from free assets in the Market Place.
Added a max villager cap.
Added 2 new resources, water and gold.
Each time a housing building is completed we will get gold every x amount of time (5 gold per villager).
Sawmills give wood, stone masons give stone, wells give water, tavern gives both food and water and the bakery gives food only, gold mines give gold also every x amount of time.
Things id love to learn how to do to expand this:
I would love to learn how to show icons above the buildings so we know which building is which or collect the resources made from them buildings when tapping or clicking them.
When a Sawmill is built, take all the wood there instead of the townhall
Same for a Stone Mason, if they collect stone, take it there.
Posibility to delete buildings.
Building selection and Tool tips when selecting a building.
APK can be downloaded from google drive, link in the video description.
Please if anyone has time and wants to teach me or team up or show me how its done im always available Thanks again to all.
This sample project is EXCELLENT! Iāve been working on converting my turn based project over from unity and finally have this hyper relevant example for camera/inputs.
Iāve got some questions about the vocabulary in the files.
In general, I have been following this guide for naming things and folder organization.
So with that in mind, Iāve got some understanding of abbreviations like BP_*
I think thereās a bug in the save load system. When you load the game the number of villagers is set to the correct value, but the variable is not set, so if you build another house the number of villagers counter starts from 0 once more.
You can fix it by adding āSet Villagers Countā in BP_GM ā Load Villagers.
My problem is solved, I found the logic, thank you very much guys, this issue is closed.
I donāt know how to mark it as solved, so please ask the admins for help with this, thanks again guys.
Since this is my first time posting on the forum, I confused the difference between ctrl+enter and enter, so my post shows up messy, Iām very sorry, Iāll pay attention to it in the future.
Just wondering why I canāt download the project. I was able to download it before, but messed up my instance while learning, now I need to download again
hi @peterhuynh_2904 . This is a common problem where you are not correctly logged in to the Epic Launcher properly. Clear the cache on your browser. Restart your machine and log back in to Epic Games Launcher. Select Marketplace examples and try and download again.
Really great project. Thank you Arran and team for creating it!!
Let me preface, Iām new to Unreal but have a decent background in game dev and am picking it up fast.
My question is around the actor selection tool. I noticed that it only wants to function on a 2D plain. Any suggestions on how to make it work in an an environment with height variation or resources that might move me in the right direction?
I have a couple of questions and issues.
First of all I added this project to my own project. So it is not just the Cropout sample.
However Iāve ran into this problems:
At the start it only spawns one rock, why doesnt it spawn more resourcers? It also says my āSpawnRefā is garbage, which is weird because its exactly the same as in the Croput sample project.
When the game starts my Villagers arent walking but they are teleporting/flashing around the town center in high speed.
BP_IconBaker, this blueprint, canāt capture the mesh with LOD attribute, only after setting the mesh to Nanite, it can be captured, abnormal.
Copy blueprint, is a new Actor, copy all the logic and components in BP_IconBaker, can capture the LOD attribute of the mesh, normal.
Test blueprint, is a new Actor, add components, add logic, and BP_IconBaker to maintain the same, but all new, can also capture the LOD attribute of the Mesh, normal.
The blueprint of BP_IconBaker copied out, or delete the old camera and create a new SceneCaptureComponent2D camera component, will be abnormal, only the new Actor will be normal.
Is the BP_IconBaker blueprint broken? Thank you!
HI,
Iāve recently downloaded the Cropout example project and Iām struggling to workout how the placement overlay mesh and material are applied.
Iāve identified the blueprint responsible for attaching the overlay mesh to the chosen builbable item. What I canāt figure out is how\when the pulsating green\red material is applied?