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I don’t get why people complain about the price. I have not bought it yet, and only from watching the videos of what this offers I can see this is worth the 75€ price. All the things that are pre-made would take a new programmer weeks or months to figure out on his own.
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People complaining about sales. If you buy the product and it goes on sale one day later, well that is the free market. If everyone selling something would announce when he is going on a 50% sale then people would only buy it on these sales.
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A question to : How modular are the systems in this? I am interested in buying it and pick out the parts I need without having a tangled mess in the content browser. Are the systems somewhat reasonably detachable?
Decal issues fixed in the 4.11 update. Fix is a bit weird though. Basically, 4.11 introduced float inaccuracy in certain trace line hit information and so I had to add custom math filtering for the Rotation to Vector conversion.
Thanks. Here is the fix. Add these nodes between Set Visibility and Set Input Mode in WB_Lobby -> ShowLobby
Thanks black cat. I try to announce my sales as early as possible, however this is the second time Generic Shooter has gone on sale and its been on the marketplace for a year.
The systems are modular to some extent but most likely not to the degree you want if you’re looking to pull out individual systems. The HUD and Menu systems are rather independent, as well as some of the game state management, but pulling out the weapon system for example may require more work than you would like.
Added new tutorial on how to define a custom physical material for a Generic Shooter project as requested by synysterdemon in the Generic Shooter Slack.
BUG: texture of the explosion is not uniform.
Using 4.11.2. When I un-check the “delay start” it locks up all the maps.
These are now known issues, links to fix in the first post. Will be fixed in the next update.
BUG : at the beginning of the round if the server is pulled Ready up, the client does not work if the management does not have time to join pressing Ready up server
Try the known issue fix for the lobby / delayed start mouse issue and let me know if this fixes it please.
4.11 turns out to introduced many small oddities I’m only finding now. 4.11 Known issue (will be included in next update):
- Chat no longer appears when pressing T in-game. Fix is shown here. Simply define a Tick and add a call to parent function in WB_HUD_Desktop. 4.11 Tick inheritance seems to have changed as of this answerhub post.
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BUG: at the end of the round and load the next map from the lobby of the skin of the character changes to the standard TimPlate
**** missed the sale. IS there any chance you will be releasing a Single player version (towned down and cheaper?).
Hi . I have a small request. I hope you 'll like the idea, or maybe you already thought over something like that.
- Request is for the options in the main/mid menu to assign the preferred mouse and keyboard buttons?
- Sample weapon with alternative/second fire?
Love your work.
Thank you and kind regards.
I found a few glitches.
- When I am changing weapons during the shooting and returning fast, in results the weapon itself keeps shooting.
- Weapon from weapon factory does not interact, I can not take it.
GenericShooter is a great template and starting point for any FPS project. It’s not cluttered, BPs are clean and well documented - We are using GenericShooter for project as a starting point and since then have extended the system with an inventory, Hand/Foot IK, Melee/Unarmed Weapons. The nice thing is that since everything is BP you can easily create your own C++ Classes and just bring in your code in certain nodes. The UI System delivers a great starting point as well.
, so when is the next update going to be out?
Haven’t been able to reproduce this but I’ll keep looking for it.
Keybinding in pure BP is kind of bad, that won’t happen soon. Will consider an alt-fire weapon.
Can not reproduce 1 but I’ll keep looking for it. 2 is logged as a known issue with a fix linked on the first post of this thread. This has been already addressed in an upcoming patch.
Thanks, I appreciate the kind words.
I just submitted an update, which consists of mostly bug fixes to known issues.
New updated submitted (currently not released):
Cathartic Crouton Patch 2 - 4.11
- Feature: BP_GameMode now has an ‘Enable Multiplayer’ property where if disabled prevents the game from hosting a server. Host Game UI also reflects this.
- Feature: Servers should now ensure that a session has been created even if a server is created without the main menu UI. This should make batch testing / dedicated servers easier to be listed when searching.
- Change: BP_DefaultImpactEffect now has asset data stored in a series of structs for easier management
- Change: BP_DefaultImpactEffect now has the ability to load in effect assets asynchronously. This is disabled by default. If you define your own impact effect class, you should note that all instant hit weapons now have a property dictating whether to auto-load all impact effects immediately or not. If this is turned off, then all impact effects used by that weapon will load asynchronously.
- Bugfix: Can’t pick up weapons from weapon spawn factories. Fix is shown here. Enable ‘Ragdoll on Spawn If Dropped’ in BP_WeaponFactory -> Spawn Weapon
- Bugfix: Disabling lobby causes mouse cursor to get stuck on match start. Fix here by adding these nodes in WB_Lobby -> ShowLobby
- Bugfix: Explosion Decals stretched weirdly. Fix is shown here. 4.11 appears to have changed how decal sizes work. Flipping these values around will make it work correctly. Make this change in BP_ExplosionEffect -> SpawnDecal.This was done for weapon fire but I mistakenly overlooked explosions.
- Bugfix: Chat no longer appears when pressing T in-game. Fix is shown here. Simply define a Tick and add a call to parent function in WB_HUD_Desktop. 4.11 Tick inheritance seems to have changed as of this answerhub post.
Thanks .
When updates like this get released, is there an easy way to update our projects, without overriding all our files?
Still no update. How long does it take?
Hey ,
I am having an issue with the packaged version of the game. The project has been modified with some C++/blueprint code.
When trying to load a map from the main menu host menu, the map does not load and it is not possible to exit the host menu by pressing back. I’ve pinpointed the failure to happen when trying to create a session just before loading the map, this fails and doesn’t run the map loading code.
The log says this:
Warning: CreateSession - Invalid or uninitialized OnlineSubsystem
Warning: Cannot map local player to unique net ID
Do you have any idea what could causing this issue?
I noticed someone else having this seamingly same issue here Generic Shooter: Support Thread - Marketplace - Epic Developer Community Forums
Map loading works fine when launching the game uncooked with the projects files or as standalone in the editor.