FPS Tower Defense Toolkit

Hi Storm,

Thanks for the quick response with the fix!

I can confirm, raising TileSizeUU to 600 has now fixed this issue :)!

Speak soon,
SR

Glad to hear that it’s fixed. :slight_smile:

The v3.2 update for FPS Tower Defense Toolkit has gone live on the Marketplace.

Change Log:

  1. Added performance optimizations to the holographic tower display system. In previous iterations of the system, the holographic display was updated during every update cycle. However, most of these update calls were redundant as the hologram attributes need to be modified only under certain conditions like the player camera focus shifting to a different grid cell or a different tower within the same grid cell. Hence, a new conditional check has been added to remove most of the unnecessary update calls, thus providing some well-needed performance benefits to counter the extra overhead brought about as result of the multiple core feature added in the v3.1 update.

  2. Fixed a bug that occasionally prevented AI paths from getting updated based on the placement of Tower Bases.

The free gameplay demo for the v3.2 edition of FPS Tower Defense Toolkit (Windows) is now available at: https://www.dropbox.com/s/fpinqxlo0m…20Demo.7z?dl=0

All changes within the blueprints are tagged with the boolean variable ‘Version3_2’ [check image attachment] in order to easily identify the alterations made in this update. Comments are also added to describe the major changes.

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The v3.3 update has been submitted for Marketplace review.

Change Log:

  • Added Unreal Engine v4.20 compatibility.
  • Added a Health Manager component to handle health updates for all entities.

As always, changes within blueprints are tagged with the boolean variable ‘Version3_3’ in order to easily identify the alterations made in this update.

The v3.4 update has gone live on the Marketplace.

Change Log:

  • Added the option to display/hide Floating Damage Texts through the Health Manager component. (check for ‘Version3_4’ boolean tags to identify changes)

  • Simplified the weapon fire control logic by removing unnecessary interface function calls from components back to the weapon blueprint. Also removed deprecated components that are no longer used.

The v4.21 compatibility update has been delayed due to a navigation-related bug present in the upgrade process from 4.20. You can find more details about it here: 4.21.0 Crash in RecastNavMesh on Editor Startup - Platform & Builds - Unreal Engine Forums. Compatibility for 4.21 will be added as soon as the issue is resolved.

Interesting toolkit you have there. :slight_smile:

I wonder what happens when the player blocks the AI’s path way either by standing in the way or by building a closed wall of turrets.
So basically a situation where there’s no walkable path way left for the AI to get to the player’s core building.

Will AI start attacking turrets or the player to free the blocked path?

Hi @AndreasG, the turret placement logic prevents the player from blocking off all paths to the cores. So the AI will always have at least one valid path towards their destination.

However if the player stands in their way, they can exhibit different behaviors based on a variety of conditions. So basically the AI consider the cores as their highest priority targets and hence their default behavior will always be to move towards them and attack once in range. This behavior can be affected by the player’s actions though.

For example, like in the scenario you mentioned where you’re directly in front of an AI unit (and close enough), your threat priority increases and once it becomes higher than that of the core, the AI will come after you.

Apart from that, another factor that can increase your perceived threat level as the player is how much damage you deal them in a certain period of time. If it’s high enough, you can get the AI to even leave the core and attack you. This can be used by a player to pull some of the AI units away from the path while the towers finish off the rest of them. So yea, while the AI won’t attack turrets, they will gladly attack you if you’re in their way.

Thanks for your detailed answer. I’ve purchased it and will give it a try. :slight_smile:

I’m working on the v4.23 update right now. So feel free to share your feedback and suggestions. Have fun! :slight_smile:

The v****3.6 update has gone live on the Marketplace.

ChangeLog:

  • Redesigned the Loadout selection screen. Instead of wading back and forth between multiple screens, you can now accomplish the same through a more streamlined UI. I’ve also added a new UI element to display the remaining Tower Slot count.

    Unreal Engine | FPS Tower Defense Toolkit v3.6 | New Loadout Menu - YouTube

  • Created new HUD classes to manage HUD transitions for the Main Menu & Core Gameplay separately.

Known Issues:

  • A couple of events in the Tower blueprints have one of their input parameters disconnected, possibly while making the new changes in this update. It shouldn’t affect the core gameplay loop since the parameter mainly deals with performance benefits, and will be fixed in the upcoming v3.7 update. In the meantime, you can apply the fixes to your projects by making the node connections shown below:

The FPS Tower Defense Toolkit will be receiving some huge updates over the upcoming weeks. I’m currently working on importing the Data Table driven Tower Customization model from Tower Defense Starter Kit which will be submitted as part of the v3.7 update next week. Here is a preview screenshot of the new DT_TowerData Data Table:

Also the subsequent updates after 3.7 will focus on integrating the improvements from Wave Spawning System, including support for Boss Waves and more. Will post more on that soon.

The v3.7 update has gone live on the Marketplace.

New Features:

Implemented a new data-driven model for defining Towers. Unlike the previous model centered around grouping base towers & their upgrades together in one place, the new approach treats each upgrade level of every tower class as a separate entity in itself, and can be defined through the data table ‘DT_TowerData’.

The modular & decoupled nature of this design will allow tower upgrades to not just have stat boosts but also completely different feature sets by changing the spawn class for the upgraded version.

Moreover, changes to the data table, like the addition of new towers, will be automatically reflected in the UI owing to the data-driven workflow. So you won’t have to make any HUD changes while adding/removing towers into your game or after modifying their stats.

Bug Fixes:

Fixed minor performance issues that were caused as a result of two nodes being disconnected in the previous update. You can find more details about the bug and on how to go about fixing it yourself, over here: FPS Tower Defense Toolkit - #164 by Stormrage256 - Marketplace - Unreal Engine Forums

Additional Notes:

Search for Version3_7 in the blueprint editor to identify all the major changes in this update.

getting crash at 39% upon loadup everytime

The v3.8 update has been submitted to the Marketplace.

ChangeLog:

  • Added a new dedicated class for spawning AI groups. This is the first of the updates aimed at bringing the improved spawning logic from Wave Spawning System into this toolkit. And as a result, creating new enemy types is now far easier to accomplish with fewer steps involved in the process. [I will share an updated tutorial for the same in the upcoming days]
  • Optimizations to the AI Visual Perception & Seeker Projectiles logic through the use of Math Expressions for linear/angular range checks.

Additional Notes:

  • Search for Version3_8 in the blueprint editor to identify all the major changes in this update.

Hi, I’ve already posted the reply under your review, but there is a pretty good chance that the Marketplace won’t send you a notification. So I’m sharing the same here.
So the project being stuck at 39% is most likely the engine trying to recompile the shaders when opening a new project. You can find more reports about the same issue in these threads:
Reddit - Dive into anything
https://forums.unrealengine.com/community/general-discussion/1710131-unable-to-start-unreal-stuck-at-39

I’d suggest leaving it for a while to finish the loading process. After the first time, it should start just like any other time If that doesn’t take care of it, we’ll look into what else might be causing it.

The v3.8 update has gone live on the Marketplace.

I’ve uploaded an updated tutorial for adding new Enemy Types based on this version. Due to the more streamlined AI spawning workflow introduced in this update, you’ll be able to create new Enemy Types (excluding your own custom AI logic) within a couple of minutes as shown below:

The final step of the tutorial involves defining stats for the new Enemy Type in the “DT_EnemyAIStats” data table. I believe most of the stats provided are self-explanatory except the last one: “ThreatRating”. So I’ll just give a brief primer on that one. This stat comes into the picture only when use the Weighted Wave Spawning System, which is an alternate spawning model geared towards generating randomized waves based on weighted probability distributions, as opposed to the default Batched Wave Spawning System centered around user-defined wave patterns.

For a more in-depth description of the two different spawning models, I’d suggest the following articles:

The v3.9 update has been submitted to the Marketplace.

New Features:

  • Added a new Data Table driven workflow for setting Tower UI Thumbnails. Compared to the previous setup which involved using text abbreviations for representing Towers in the HUD, you can now directly specify what image to display for each type of Tower through the UIImage parameter in DT_TowerData.

No additional HUD/Widget logic required, just set your custom image and you're good to go. Here is an example of the Loadout menu using the new Tower images from the data table.

And the following screenshot shows the Tower Build Selection UI reflecting the image data specified in the data table:

Free sample images have been provided for each Tower as well as their upgraded versions:

Additional Notes:

  • Search for Version3_9 in the blueprint editor to identify all the major changes in this update.

The v3.10 update has been submitted to the Marketplace.

New Features:

  • Added a new Data Table driven workflow for defining waves when using the Batched Wave Spawning System. Compared to the previous struct array setup, data tables offer far greater ease of use when it comes to defining waves, especially when dealing with large hordes comprising multiple clusters of enemies within each wave.

You can now set the Wave Spawn Data Table for each of your levels through the new **BatchedWaveSpawnData **variable in your **BP_BatchedWaveSpawnController **as shown below:

  • Added Unreal Engine v4.25 compatibility.

Other Changes:

  • Revamped the BP_WaveSpawnController workflow to incorporate the new features as well as to make it easier to understand. The visual setup now displays every step of the wave spawning system in a neatly arranged manner so as to enable identifying all working parts of the system in a single glance as soon as you open the blueprint.

    [Note: If you need the old setup for reference, it’s still available when you download the v4.24 edition as the aforementioned changes are exclusive to the 4.25 version.]

Additional Notes:

  • Search for Version3_10 in the blueprint editor to identify all the major changes in this update.
  • The upcoming v3.11 update for FPS Tower Defense Toolkit will also add support for spawning Boss enemies at the end of your waves. So stay tuned. :smiley:

The v3.11 update has been submitted to the Marketplace.

New Features:

  • Added support for spawning Boss enemies at the end of waves. Simply select the data table entry for the wave, set the SpawnBossAtEnd? variable to True, & define the BossSpawnData (similar to normal enemy spawn data) parameters.

Additional Notes:

  • I will be uploading a new tutorial for setting up waves using the new Data Table driven design. You can expect it to be available around the time this update goes live on the Marketplace.

Hi, I’ve uploaded a new tutorial for setting up waves using the Batched Wave Spawn (spawning AI units in batches) Controller, taking into account the changes that were introduced in the latest v3.10/3.11 updates.

[Note: If you’re using the Weighted Wave Spawning system, the old workflow still applies since the waves are not explicitly defined through data tables in that scenario.]

It’s a simple 3-minute tutorial. So you should be able to create your own customized waves and have them up & running in just a matter of minutes. Have fun! :slight_smile:

Also, the upcoming v3.12 update will see a bug fix for the Laser Tower lag while switching between targets, and the damage display system getting an upgrade, with the existing 3D Widget Component based texts being replaced with the less expensive 2D Widget based solution from Floating Damage Texts.