FPS Game Starter Kit

Hi! Do you have a player’s shadow in a FPP mode? In video I can’t see it)

Hi, I recommend that you download the playable demo, as the video is somewhat dated https://onedrive.live.com/?id=EA5107192A0A502F!1107&cid=EA5107192A0A502F

I have able to get Chaos working with your Kit. But I can’t get your shooters to destroy the GC. What BP do I need to modify?

Hi, you can create a projectile child class and add custom logic to it (event hit > custom logic > parent function from event hit), then in the weapon child class simply set it to fire that projectile (see rocket launcher as example where to change the projectile class on the weapon).

Ahh. Nice. Seems pretty good. Keep it up man.

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Hello! Is there any way to increase the maximum FOV value in the settings? Preferably, I’d like it to go up to 130 or 140. Thanks!

Hi, yep just increase the max value that’s in the clamp in the settings widget where the slider is (OnValueChanged FOV_Slider)

Oh, thank you so much! Sorry for the late reply.

Hi, I’m sorry if this has been answered before, but how do I enable shadow in the first person mode for my own character?

Hi, that will be included in the next update (this month), but basically enable hidden shadow on the TPS meshes.

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Update 2.6

-Added: Niagara particles support (Cascade is still there)
-Added: New FPP sword attack animation
-Added: New FPP sprint animation (because of animation curves)
-Added: New bool to weapons to switch to use hitscan if too close to something (prevents bullets going trough enemies if the muzzle location of the gun is too far out)
-Added: Slot for static mesh attachment (re-import as skeletal still works)
-Added: Tutorial Prompt from the blueprint channel promoted to be included by default in the main build
-Added: Multiplayer variation of the tutorial prompt
-Added: Multiplayer camera switching
-Added: Multiplayer weapon attachments
-Added: Multiplayer weapon child classes have more exposed variables
-Added: Multiplayer HUD widget to show current weapon image
-Added: All character montages promoted to variables (to make it easier to use child classes that have a different skeleton)
-Changed Replaced the ammo shell particle mesh
-Removed: Fake shadow decal and replaced with a TPS reflection
-Fixed: Typo in BP_GameInstance > Apply function (change FoliageQuality to sg.FoliageQuality)

Hey! I’m still using this kit after all this time, and its still amazing!

I don’t know if anyone reported this, but sometimes the cars sorta…infinitely backflip? Well, the smaller cars do, the bigger cars will back flip but can stop on their own due to their size.

To be specific, the issue works like this:

1.) Car accelerates

2.) Car slowly begins to tip backward

3.) Car begins to flip backwards while picking up speed until you exit the car.

Hi, thanks I’m glad you like it!

There are few vehicle related tutorials on my website, you can create a custom vehicle and tell it to behave differently than the included ones.

How to add new vehicles
How to integrate driveable cars from the marketplace
How to use interaction events in multiplayer (shows vehicle as an example)

With that said, the vehicles will be replaced with chaos physics ones when it gets enabled by default in the engine.

Thanks for the info. I do have one more question though.

I’m using a Player Build System too, one of those systems that lets you build things like in Fortnite. Whenever I’m in a building, or standing on a mesh spawned by the build system, my player acts as if they’re standing near a wall. The gun is held to their side and I can’t shoot.

Also, if I duck, my player can’t stand back up.

Does this have something to do with the collisions? How can I fix it.

Hi, that is related to your building system. From the sound of it, it appears to be causing some sort of volume that blocks the visibility channel, causing both near wall check and smooth uncrouch to think there is something around of the character, maybe you can switch it to be world dynamic instead of world static, that way it wouldn’t trigger those functions. Alternative is to just disable the near wall checkbox in the tweaks function on character begin play and instead of the custom crouch just use the built-in ue4 crouch instead.

Thanks, I was able to fix with your advice. Turning off toggle crouch was enough to fix me being unable to uncrouch. I’m also having an issue where I can’t pick up objects dropped by killed enemies while indoors, but I’ll assume that’s also a collision issue.

Thanks a bunch!

No problem. As for the other thing, yes it’s the same reason, you need to find in your level what’s blocking everything and make it ignore visibility and set to dynamic instead of static. Cheers

Version 2.7 released :smiley:

Added: FPP_Rifle_Aim
Added: FPP_Rifle_Fire_Aim
Added: FPP_Rifle_Fire_Automatic
Added: FPP_Rifle_Fire_Singleshot
Added: FPP_Rifle_Idle
Added: FPP_Rifle_Jump_Start
Added: FPP_Rifle_Jump_Loop
Added: FPP_Rifle_Jump_End
Added: FPP_Rifle_Melee_Attack
Added: FPP_Rifle_Nearwall
Added: FPP_Rifle_Pull_Down
Added: FPP_Rifle_Pull_Up
Added: FPP_Rifle_Reload V1
Added: FPP_Rifle_Reload V2
Added: FPP_Rifle_Sprint
Added: FPP_Rifle_Walk
Added: FPP_Rifle_Idle_AimOffset
Added: FPP_Pistol_Aim
Added: FPP_Pistol_Aim_Fire
Added: FPP_Pistol_Fire
Added: FPP_Pistol_Idle
Added: FPP_Pistol_Jump_Start
Added: FPP_Pistol_Jump_Loop
Added: FPP_Pistol_Jump_End
Added: FPP_Pistol_Melee
Added: FPP_Pistol_NearWall
Added: FPP_Pistol_Pull_Down
Added: FPP_Pistol_Pull_Up
Added: FPP_Pistol_Reload
Added: FPP_Pistol_Sprint
Added: FPP_Pistol_Walk
Added: FPP_Pistol_Idle_AimOffset
Added: FPP_GrenadeThrow_Pistol
Added: FPP_GrenadeThrow_Rifle
Added: FPP_GrenadeThrow_Unarmed
Added: FPP_MeleeSword_Attack_A
Added: FPP_MeleeSword_Attack_B
Added: FPP_MeleeSword_Idle
Added: FPP_MeleeSword_Jump_Start
Added: FPP_MeleeSword_Jump_Loop
Added: FPP_MeleeSword_Jump_End
Added: FPP_MeleeSword_NearWall
Added: FPP_MeleeSword_Pull
Added: FPP_MeleeSword_Sprint
Added: FPP_MeleeSword_Walk
Added: FPP_Unarmed_Idle
Added: FPP_Unarmed_Melee
Added: FPP_Unarmed_Jump_Start
Added: FPP_Unarmed_Jump_Loop
Added: FPP_Unarmed_Jump_End
Added: Left hand IK now supports sockets on the weapons skeletal mesh
Added: Pressing V to melee attack can now use diffent montages for each weapon
Added: BP_WeaponBase looping sound variation
Changed: Old IK system moved into its own category (Legacy IK)
Changed: Enemy references to vehicles replaced with regular apply damage in case they’re run over
Changed: Vehicles and everything related to them moved into one folder
Changed: Pickup sound
Changed: Crouch capsule resizing
Changed: Optimized multiplayer weapon a bit
Fixed: Multiplayer camera switching would create offset on clients for the TPS mesh
Fixed: Un-equipping a weapon from the inventory would not update the shadow (see DropWeapon and AddToBackpack functions on the character)
Fixed: Rapid weapon switching would continue to fire automatically if one weapon was automatic but the other one wasn’t (see EquipWeapon function and lower weapon montage macro on the character)
Fixed: TPS mesh going trough floor while crouching (caused by legs adjustments to reflect TPS shadow while in FPP, see crouch logic and handle legs and shadow graph)

Hi. I have questions.

  1. How can I exchange a weapon for another, without inventory?
  2. How to explode a grenade after pressing a key?

Hi, you can call the spawn and give weapon function, or simply the equip function and specify which index, or maybe you mean something like this. For the second one you’d have to look at the how to make new interactive actors tutorial or promote the spawned grenade to a variable and check if it already exists and call a custom event from it when a key is pressed.