It seems that has a plan to do it - Trello But when? I am also curious.
Congratulations for the product! It’s getting near to excellence!
I saw a couple others post on here that they were trying to get the tracers from proto working as well so I thought I would share my solution. What I wanted was a tracer that would work with the instant hit weapon yet look like a star wars blaster or something of that sort. So this isn’t perfect but I like the result so far, and I am still learning like many others here.
First I could never get my mesh tracer to even point the right direction, it always pointed down X for the world and I found I had to make the following changes to the blue print and particle for the prototype tracer.
on the blueprint for the instant hit weapon I capture the rotation of the weapon muzzle and pass it to the spawn emitter at location. Previously Rotation was blank here:
I added two properties to the tracer mesh particle to start: Initial Velocity and Acceleration
For Acceleration I wanted this to travel fairly fast so I set the acceleration to min and X 8000 Y 0 Z 0. Then, and this is important I made sure to uncheck the Always In world Space. Otherwise it will travel down X for the world not the player.
For Initial Velocity I then set it to min X150 and x 450. This was because I wanted the blaster beam to appear a little ways ahead of my gun / blaster. This was because in star wars and other sci fi a lot of time you didn’t see the beam travel all the way to the target. You saw a flash at the start, the end, and a quick beam mid way. The min and also I think makes it look a little different each time you fire.
Now I don’t have a screen shot of this setting but I also set life time for the particle to only .15. But This should at least get you started if you are like me and want to use the Prototype tracer with the instant hit weapons. Play with the settings and tune yours as I still am mine to get it how you want. I also Added a new impact that was a little bit of a blast look, and this helps fool the eye that the particle does not go directly to the hit point. Since it is queuing off of the muzzle direction this is, like I said not a perfect solution and not always going to exactly go to the target. But thats also why I only have my tracer appear for a split second mid way, and I am still fine tuning mine. Hope that this helps someone else out there as well.
Any chance of adding the ability to configure game options (graphics / audio etc) whilst in a match?
As it stands, i have to exit a match to go back to menu to configure settings, highly annoying.
Keep up the good work though!
You can just duplicate the settings widget blueprints that you want and change their event constructs, onclick back, and add in buttons into the midgame menu to access them, really quick and easy and it works fine.
It sounds logical, but I’m sure that I will break it without any help. Maybe you could do a little tutorial docjor? Anyway thanks for the hint. Have a nice day!
So sadly nobody answered my question earlier so I am trying it again.
Please how can I move First Person Eye location a little bit backwards?
Hello,
where should I begin when I wanna add melee weapons please?
I do not have it in front of me, but i believe it is in the BP_Character. Then you should see a couple cameras. The camera behind the character is the third person base camera. You simply move the camera position facing the characters back to the position pulling it back some. Moving it back and down will give you a better view and detail of the character. Make sure to compile, save, then play to test your view liking. This should answer your question. It worked for me.
Hi
Im having a few issues sorting out the orientation of the weapons - no biggie but if I adjust the mesh direction (transform > import rotation (Yaw -90))this fixes the orientation of the weapon in First person but not when looking at it on another character e.g If I start a game with 2 players and run up to the second player holding the same weapon , although my weapon in 1st and 3rd person is correctly orientated when I look at it on the other player it is not orientated at all? Where would I go to adjust how the weapon is seen by other players?
cheers
Hi
I need option for a single player game and especially basic AI. This is possible?
With this could even increase to 60
Just FYI if anyone else tries this and notices that anyone on player two cannot increase player speed, that you need to notify the server of the speed increase. I’m still playing with it but here is an answer I found: Second Player Not Responding To Functions - Multiplayer & Networking - Epic Developer Community Forums
Any option of adding in a health system with health pickups?
Also, how does the Trello work, do you pluck the best of ideas from this topic and place them in Trello?
Keep up the good work!
There is a complete inventory tutorial done by epic games that has this system in it. There are videos and I think that project is also in learn section in launcher.
I feel you on this, I’ll consider getting this into the next update.
In BP_PlayerCameraManager inside BlueprintUpdateCamera, you could add an offset to the first person view point by doing something like this:
I would say the easiest way to do that is to make a Rifle derived weapon with a range of only 100/200 units. Treating it as a really short gun is the simplest way to achieve ‘melee’ although it is definitely not elegant. A better system would be one that relies on anim notify events on the server to deal damage.
Due to recent animation changes to ‘better match the UE4 skeleton’, Epic’s mannequin hand bones by default have their +X facing the wrong way. To overcome this I am using a weapon reference pose animation that allows exact alignment of the weapon. Check out the Rifle/Pistol animations folders and you should see Ref poses (basically flipped 180). Check out the really simple weapon animation blueprints to see how to apply ref poses to your own weapons.
It is possible. To make an offline game, you can remove the “?listen” console argument from the Host Game process. I’ll put out some more clear documentation on how to do this soon. As for AI, it definitely is possible, but I haven’t done enough AI work to make a good AI system that would be worth selling.
The Trello has slowed down considerably, but yeah. I pick re-emerging things from this topic, emails I get, and the Slack group. Mostly what gets added are bug reports to be fixed in the next version.
Hello. I have next packaking problems. My project is made and used generic shooter new version. but when packaking in 4.10.2 it failed every time. maybe some problem with visual studio 2015. But in 4.9.2 packaking works “sometimes”, but when trying to switch 4.10.2 project to 4.9.2 it always crashed and next errors:
MachineId:29AD959249EAF7F25184D8859A297991
EpicAccountId:2a4ebe5415844cca89975cf2a167ae49
Unknown exception - code 00000001 (first/second chance not available)
"Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.9\Engine\Source\Runtime\Core\Private\HAL\FileManagerGeneric.cpp] [Line: 647]
Invalid BufferCount=0 while reading …//…//…//…//.
UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\misc\outputdevice.cpp:354]
UE4Editor_Core!FArchiveFileReaderGeneric::InternalPrecache() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\hal\filemanagergeneric.cpp:647]
UE4Editor_Core!FArchiveFileReaderGeneric::Serialize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\hal\filemanagergeneric.cpp:686]
UE4Editor_CoreUObject!FGenerationInfo::Serialize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\linker.cpp:76]
UE4Editor_CoreUObject!operator<<() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\packagefilesummary.cpp:164]
UE4Editor_AssetRegistry!FPackageReader::OpenPackageFile() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\assetregistry\private\packagereader.cpp:37]
UE4Editor_AssetRegistry!FAssetDataGatherer::ReadAssetFile() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\assetregistry\private\assetdatagatherer.cpp:422]
UE4Editor_AssetRegistry!FAssetDataGatherer::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\assetregistry\private\assetdatagatherer.cpp:186]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]
I can only find official documentation that only covers the HUD for health system.
I found a few unofficial video tuts on Youtube and managed to get a health HUD working and health pickups to spawn but they destroy themselves self after pickup and never re-spawn, we wish for the health pickups to re-spawn after 30 seconds, can’t get any of the code out of the Epic Shooter Template, any advice?
I have just come for the Same thing as . I have found tutorials on how to make the pick up. Only problems is they are set to destroy. I would like the pick up to respawn. Any ideas? Thanks in advanced
haven’t tried it, but i think you could use the weapon factory, and instead of respawning a weapon, you can call your blueprint for the health pack?
Hi ,
I just got your Generic Shooter from the Marketplace and everything looks great! I do have a couple of questions for you though.
1 What rig did you use to make your animations, does it have added controllers for animating, and is it available
2 Using my custom rig and animation retargeting http://docs.unrealengine.com/latest/INT/Engine/Animation/RetargetingDifferentSkeletons/ I haven’t been able to get the rig to animate in game. though the retargeting does work when looking at the rig or individual animations. I followed your youtube tut on swapping characters. The character is just in it’s skin pose with the weapon by the feet. Any Ideas what I might be doing wrong? How would one swap out character using a retargeted rig?
Thanks
Edit
I figured it out, simple error on my part didn’t replace one of the anim blue prints. working on the gun now.
Cheers