Hi, how can I make the same items in the inventory be added to their own type and the number of items is displayed in the cell? Because when I take several identical items in the inventory, duplicates are created and sorted like a list. PS, Sorry, maybe I didn’t put it right, I have bad English.
Hi, all items get listed inside the inventory widget, item stacking for duplicates is on my to do list for a future update. In the meantime, you can change the appearance and behavior logic of it in Content/FPS_Game/Blueprints/Inventory/ everything related to it is inside that folder.
Added: Melee weapon locomotion
Added: Legs mesh to the character
Added: Minimap
Added: Exposed custom montages for enemy child classes
Added: Weapon base can now use custom duration for delay until fully reloaded (by default it still reads it from the FPP reload montage)
Added: Black Outline Shader for post-process effect (Borderlands style)
Added: On death, character actor now gets destroyed (instead of teleporting back to player start or checkpoint)
Added: Checkbox to use the save system on character begin play
Added: Checkbox to use the FOV modifier in the character tweaks function on begin play (some people expressed that they liked the old way better, so I added it back and that checkbox to switch between the two different FOV logic)
Added: Checkbox to save game on death
Added: Checkbox to remove money as penalty for dying
Added: Checkbox to Drop last equipped weapon on death
Added: TDM and co-op now included by default in multiplayer (more game modes will be added in the future or posted on the website and/or discord)
Added: Chat system to multiplayer
Added: Character selection to multiplayer
Added: Kill feed to multiplayer
Added: K/D ratio to multiplayer
Added: Hit indicator to multiplayer
Added: Headshot effect from singleplayer into multiplayer
Added: Weapons can now be picked up by pressing E in multiplayer (weapon factories are still there)
Added: Grenades to multiplayer
Added: Interaction to multiplayer
Added: Seller to multiplayer
Added: Improved kick player
Added: Moving platform for multiplayer
Changed: HUD appearance a little
Changed: Inventory appearance a little
Changed: Testing maps to showcase some of the new feature
Liking the update so far. The first thing I noticed was the mini-map which co-incidentally is exactly what I needed for my type of game.
Quick question (as usual, sorry!), but did I miss a way to start in third person mode? I’m trying to make a thing similar to Metal Gear Solid V where you start in third person, and can swap to first person to preform some actions.
Added: Recoil to multiplayer weapons
Added: Enemy headshots for multiplayer
Added: If FOV Modifier disabled, but FOV changed in the settings menu, it now refreshes the legacy FOV
Added: Replicated AnimBP unarmed locomotion
Added: Invert Gamepad
Changed: Demo vehicle now has a material
Fixed: Apply settings twice resets to defaults (see Event Construct in the settings widget, new floats double checked and set)
Fixed: Picking up a dropeed weapon and spamming the E key would create duplicates (added do once node to the weapon drop bp)
Changed: In multiplayer FFA is now the default game mode on the replication example map, but it can still be switched back to TDM
This is an update for 4.26 version of FPS Game Starter Kit, but I retrofitted the 4.25 build to have the exact same features.
Hi. Previously, I used version 4.24 and version 2 of fps and when opening the project in 4.26, errors appeared. I really don’t want to re-integrate the packages into the fps again. It takes a lot. Is there an easier way to implement updates for the fps to work correctly in 4.26?
Hi, the Epic Launcher does not update existing projects. When an asset gets updated, it will then use the latest build from the server next time you create a project with it.
All previously created weapon child classes and maps should work with the latest version, you can create a new project and simply copy your assets over. However if you changed the base classes, you need to implement those changes again in the new version.
When i open project made in 4.24(fps was ver 2) in 4.26 - errors appears in Replicated_PlayerController and W_Disconnect.
I think that it would be more convenient to specify, when updating the package, those modules and bp in which changes are made, if these changes are small or intermediate. because the fps package is already embedded in the game logic of my project and it is very inconvenient to redo. Or specify the necessary changes to run in new versions of ue4.
You can drag a new node of the same name and connect it instead of the old one, if memory serves me they changed get player name from variable to be a pure function in 4.25, just delete the old one and get the new one and connect it. I keep a change log over at trello, if you want to see what else has been added between 2.0 and 2.4 [Trello
Added: Drag & drop inventory
Added: Optional female mannequin mesh (In weapon child classes enable TPS left hand IK and tweak per weapon if necessary)
Added: Reload animation for the default UE4 weapon (keyframes example)
Added: Weapon swap cycle in multiplayer now works like in singleplayer
Added: Weapon ammo calculation in multiplayer now works like in singleplayer
Added: Press E to pickup weapon logic to multiplayer
Added: Melee weapon to multiplayer
Added: Ladder climbing to multiplayer
Added: Interaction example to multiplayer
Changed: Co-op in multiplayer now only needs to be set as the game mode, no other changes are required
Fixed: Resolution quality setting added to save file
Fixed: In settings, the audio sliders no longer reset on their own
Fixed: Crouch while jumping glitch
Fixed: Weapon attachments visibility when changing the camera and swapping weapons back and forth