Hey, first off, this is a great template. Amazing, I’ve accomplished some great stuff with it, limb ripping, blood squirts, blood staining surfaces, killstreak and headshot announcing system, melee weapons, bloody weapons on flesh overlap,and more, just really great stuff…
And converting it to 4.92 was easy enough, had my old project open, and new one open, migrated the player character (to migrate dependent things not to transfer code) then copy/pasted code from character, controller, etc… to the new one… (Don’t forget to add all your goodies from your library that you use ahead of time) Some tips: after pasting in your code add your variables ahead of time(that is before compiling), the code will break less when you compile… the breaks that happen are from custom events, when you paste all the code from say one player character to the other in the 4.92 project it doesn’t just automatically paste all at once (though it seems to, processor does amazing things in milliseconds) it pastes a little at a time, so if a place being pasted is calling a custom event and the custom event declared was already pasted, then no worries, but if the custom event that was declared hadn’t pasted yet then when the custom event called trying to paste comes in-- it just deletes itself(because where it was declared pasted after-the-fact), so after pasting your code check every instance where a custom event is called, it will be about 50/50 some will paste over to the new one and some won’t for reasons given. (these custom events are sometimes a link to the rest of the functions as well, for instance I couldn’t pick up weapons at first, and it was because I missed a custom event in the pickup line and worked fine after putting it back in and reconnecting.)
I am having an issue though. I set the default for unknown Physical material types in impact defaults to just use concrete, which works great. However, sometimes when smacking a character with a melee weapon or a bullet or a projectile spawn, for a moment, it doesn’t seem to know what kind of surface it is hitting (Even though its still doing damage! but bypasses my limbripper and blood squirts and looks weird concrete particles comin out) and so it appears to the game as an unknown physical material and wham, concrete gibs…decal… etc… This doesn’t make sense to me, how can it not register what material it is that I am hitting one sec, then all of a sudden it does… and how can it not register what material it is that it is hitting and yet still be damaging the character? It seems to happen like 2 out of 6 or so times the character gets damaged… and every single time the character gets damaged if it spawned but didn’t move at all this also happens… I could be crazy but it seems to be dependent on the incident angle of the strike as well… like if the point normal of the incident angle moves out on a plane that intercepts you? My physics work and game development are blending together… I haven’t slept much since buying this template. =) But in a good way…
Thanks ahead of time for any clarification, and thank you , for taking care of all the grunt work for me in this bad **** template that is way overkill… and thanks to the community for asking all the right questions so I don’t have to usually, (aside from the few of you I see that ask the wrong questions, and down this amazing product because your skill level lacks… I judge only your hastiness, before 2 months ago I had zero Unreal experience or game experience at all. Be patient, and realize the problem is probably with you. Unreal is actually a great environment for beginners if you have the right attitude.) That being said, I hope that this problem I am having is retardedly simple and my fault… so any help constructive or insulting is welcome.
Thanks, and good luck all.
-Keeper
Edit: It was super simple, some trigger boxes attached for bleeding effects didn’t have a material assigned… oops… lol… thanks to all that read.