Iāll go over the 2nd question first since thatās the easiest to resolve. So I donāt own that turret pack, but could you tell me if the pack uses static or skeletal meshes for the turrets?
If they have static mesh models, then you can just head over to the DT_TowerData data table in the Tower folder and change these two parameters as required:
The TowerMesh parameter can be used to change the mesh used by the Tower while the OffsetFromGridCell parameter controls the position of the mesh relative to the underlying grid cell. So like, say, for example, if the tower appears half underneath the ground, you can set the z value to half the height of the tower so that it is spawned above the ground.
Once youāve modified these two parameters for the required tower, just head over to BP_TowerManager blueprint and press compile (maybe Iāll make some changes in the next update so that this step is not required). When you return to play the game, the tower model should reflect the changes that youāve made in the data table. If it still doesnāt work, weāll look into what else might be causing the issue.
Now if the turret pack comes with skeletal meshes for the turrets, there will have to be a few more changes. So let me know if thatās the case.
Itās a bit late at night here on a Saturday. So Iāll get back to you with the remaining queries tomorrow morning. Cheers.
Alright, so moving on to the third question, the guns in the pack seem to be skeletal meshes, similar to the ones provided in the toolkit. So you can just swap out the meshes as shown below for each of the provided guns:
Optionally, if the guns in that pack come with an animation blueprint, youāll have to set that as well through the blue highlight option.
Apart from that, I donāt know how big the blueprints for those weapons are, but Iād suggest copying over all the blueprint nodes and variables from there to the weapons from the toolkit. Parent weapon blueprint to BP_BaseWeapon blueprint, and similarly for each corresponding child weapon blueprints.
And I just saw the video of your game. Itās good to see the toolkit being put to good use.
Iāll be uploading new tutorials over the coming weeks since some of the existing tutorials are based on older versions of the project. So hopefully, thatāll be of help to you as well as other customers going forward.
As for the co-op support, I donāt have any experience working on the networking and multiplayer side of Unreal. But if you have any doubts regarding the current implementation, you can always reach out to me here or through the support email.
Moving on to the 1st question, each Tower has its own attack logic but you can find them straightaway in the even graph if you open the Tower blueprints.
For the Laser Tower, Iāve provided a placeholder laser particle system, but you can replace it through the āLaserBeamParticleSystemā parameter.
The Machine Gun Tower & Sniper Tower both use a similar hitscan firing system and just apply instantaneous damage. But you can spawn a particle system just before that in the section marked below:
The Shockwave Tower just applies damage to all enemy units in range, but you can spawn your particle system right before the for loop in its AttackEnemyUnits function.
Iāll share the steps for weapon projectiles as well soon.
Also, on a side note, I havenāt used ChatGPT for Unreal development yet. Does it help with blueprint programming or general usage of Unreal Engine?
Well then, Iāll give it a try as well. I was thinking of using it to help me create tutorials more quickly. Didnāt really think of using it for development.
Iām available to work on blueprint-based projects, but Iād like to know the scope of the project and if itās within my skill set. You can share more info about your requirements either through private messages or my marketplace support email.