1.7
-Added: Weapon to the buggy vehicle (with 2 firing modes)
-Added: Boost to the sedan vehicle
-Added: Gamepad support to all widgets
-Added: Slight tilting when walking left or right with a weapon to FPP AnimBP
-Added: Loot chest that spawns a random weapon when opened
-Added: UMG animations to the main menu and inventory widgets
-Added: ADS Blend Speed to weapon base
-Added: Load New Map shortcut to BP_Library (difference from the default one is that this one has a checkbox for saving progress and a loading screen)
-Added: Teleport Player shortcut to BP_Library
-Added: ClassCanRespawn checkbox to pickups (useful if you’re making keycards that shouldn’t respawn if you already have it in the inventory)
-Added: Checkboxes to the vehicle station spawner to support the weapon and boost abilities
-Changed: Added several fail-safes to battle spamming weapon switching and ADS
-Changed: Zombie attack animation
-Changed: Soldier enemy doesn’t kill other soldiers
-Changed: Patrol enemy doesn’t kill other patrols
-Changed: Ladder scale increased slightly
-Fixed: Double Jump wouldn’t reset after exiting water
-Fixed: Un-Toggled Crouch would attempt to use the timeline from Toggled Crouch
-Fixed: a glitch in the “equip from backpack” function inside the inventory widget
-Hotfix 1.7.0.1: Added transform to BP_WeaponDropSpawner
-Hotfix 1.7.0.1: Added IsValid check to load universal inventorey item in BP_CharacterBase
-Hotfix 1.7.0.1: Added Drop Current Weapon shortcut to BP_Library
-Hotfix 1.7.0.1: Fixed vehicle weapon roll rotation
-Hotfix 1.7.0.1: Removed temp attachment from laser
-Hotfix 1.7.0.2: Tweaked FPP AnimBP default locomotion
-Hotfix 1.7.0.2: Tweaked Zombie AI checks of player is in front of it
-Hotfix 1.7.0.2: Changed Buggy exit event now clears firing timer
This is an incredible project! It really doesn’t matter what the end user has planned, there is a lot to learn here about sensible design, rapid blueprint prototyping, and has a lot of base systems that just work well that any user can learn from. I hope others pick this up and give it a try!
-Added: Multiplayer ready base classes (seperate folder, new classes)
-Added: Reworked the FOV Modifier (before it was used to be Default and ADS, now it’s Default, ADS, Sprint)
-Added: Play sound on ammo pickups
-Added: Melee hit distance for easier access
-Added: Enemies can now drop a random weapon
-Added: Detach controller from AI when it dies
-Added: ADS Override Release to the weapon base
-Added: ProjectileBase support for destructable meshes
-Fixed: A glitch that would add twice the ammo on overlap
-Fixed: Spawn transform for weapon drop bp
-Changed: Blur from ADS removed (4.23 issue with the post process, tutorial posted on website for how to bring it back if you don’t use 4.23)
The replication example has:
-Character Base
-Aiming
-Sprinting
-Interaction
-Melee
-Simple inventory
-Weapon switching
-Weapon Base
-Firing
-Reloading
-Ammo
-Player Controller
-HUD
-Health and Damage
-Simple zombie
-Simple fire hazard
-Vehicle that any player can drive
-Scoreboard
-Team switching example
-Weapon pickups
-Example FFA GameMode that keeps score (can be used for coop as well)
-Added: GameInstance with settings (resolution, key bindings, etc.)
-Added: New Main Menu (Join/Host)
-Added: Steam support enabled by default
-Added: Kick player (multiplayer mode)
-Added: Gamepad support to multiplayer
-Added: Laser weapon to multiplayer
-Added: Tweaks to multiplayer weapon base
-Added: Death camera to multiplayer
-Added: Next map selection screen to multiplayer gamemode
-Added: Slight side tilting to TPS sprint
-Added: Dissolve effect on enemy death
-Changed: Player Died now checks for ADS and cancels it out if true
-Changed: CapsuleTraceForSmoothCrouch no longer checks for interactive actors and enemies
-Changed: Old debug setting widget replaced with the new settings window
-Changed: Tweaked the zombie attack sphere
-Changed: Delay from interrupting reload to a Retriggable Delay
Added: Objectives for singleplayer (with save feature, for all save slots) - note that this is an optional game mode and it’s not required to use it
Added: BP_Function_Library “player has a specific weapon” node
Added: Circle weapon select widget (middle mouse button)
Added: Multiplayer level complete BP added (safe zone L4D2 style)
Added: Multiplayer checkpoint bp (in case it’s a coop game, just place it in the level)
Changed: vending machine UI does a check using said node before purchasign a weapon
Changed: Ammo pickup checks with said node when using it from the inventory (if player doesn’t have the weapon class that the ammo is for, put it back into the inventory)
Changed: BP_CharacterBase > Begin Play > green comment > default equip inventory size changed from 2 to 4
Changed: BP_CharacterBase has a new function that cancels out the currently playing anim montage (showcased in press X to drop weapon)
Changed: Replicated_CharacterBase -> Begin Play > Set default variables graph > double check for player controller
Hi, glad to thank you for great job. Just question about your tutorial for ballistics fx integration. All works good except apply point damage to destrictible mesh. Damage works fine for bots, but with (UseCubitProjectile - on) no impulse to “destruct” destructible mesh. It is step 10 – modify damage nodes of your tutorial. How to balance it right? Your own projectile works good too.
Hi, thanks!
But for BallisticsFX projectile you’d have to contact the creator of that asset, I just made a tutorial for how to integrate it into FPS Game Starter Kit, on top of my head I would probably look into collision setup if it even hits it, and check damage that it does to DM’s and how much is required to fracture it.
Hi! Could you explain what exactly needs to be adjusted in the BP(alternative w.) so that the sound of alternative weapons can be selected accordingly to the projectile. Its wrong when it sounds same. Because, I really noticed that the sound of the shoot is the same for the main and alternative weapons, the one that is in the settings of child class. You said to add FX variables, which ones? What part of BP logic can be added to that branch to choose correct FX diffrent for two of them? Because all same logic still comes from the parent class.
Hi! Could u explain how to remove some error, when u push automatic fire and change weapon (before unrealesed key and selector open up) then fire still shoots automatic. How to easy check and stop it ?
Update 2.1
-Added: New mesh for barrels
-Added: More surface types
-Added: Support for surface types to the replicated projectile
-Added: Categories to Replicated_WeaponBase variables (to make it more organized)
-Added: Replicated explosive barrel
-Added: New FPP grenade throwing animation (keyframed to fit with having a weapon)
-Changed: Door is now universal (singleplayer and multipalyer)
-Changed: Sound Notify moved from FPP anims to TPP ones (to prevent montages from canceling it out)
-Fixed: Weapon factory ammo glitch
-Fixed: Weapon circle widget now cancels auto-fire on weapons before construct (as shown on the image in the post above)