Hello wondering if someone could help me. I’m trying to make it so when I drop a weapon character uses different state then just a the jog state, how do I go about doing this? Thanks.
(-Figured, it out.)
Hello wondering if someone could help me. I’m trying to make it so when I drop a weapon character uses different state then just a the jog state, how do I go about doing this? Thanks.
(-Figured, it out.)
I found the solution. In advanced settings, disable auto connect to server.
Anyone no how to restore team colors ? its doesnt change colors in DM even though it has right Material on
Hey @
What is the real status for a good AI implementation, like in UT game?
I’m a small misanthrope, so I like to test my games like as a misanthrope. Hehehehe
Are you not seeing team colors change in any game mode or just Deathmatch? Does it work in Team Deathmatch?
AI won’t exist any time soon.
HI, is ti just me or the video settings are missing in the save settings in the new release ??
Video settings have been moved out of Save Settings and are now being set through the engine’s built in system. It functions pretty much the same but uses engine configs instead of saves. This method is much more reliablr and fixes some issues people were having.
Ok, Thanks !
I’ve recently run into a bug where my character will always drop his primary weapon at the start of the game. He can pick up the gun that drops but will only be able to hold one at a time. I had this problem before and managed to fix it by making a new GS project and migrating a clean playerBP and copy/pasting movement and attack mechanics from the one that could only hold one gun (the project is still new and relatively close to the GS template). I had it back to normal with a rifle/pistol start, but after packaging the issue just showed back up. To my knowledge I haven’t adjusted anything that would tell the player to only be able to hold one gun, and the problem after being fixed came back when I played the build. And when I reloaded the project file it also was present. I’ve already gone to a friend in the industry that can’t locate the source of the bug, so any help at all is greatly appreciated.
Hey guys - im working with Mock Up Games using this template, and ive run into the strange issue of the SKEL_Mannequin not being able to use root motion on my animations that need it. The animations DO however work correctly with root motion using the default UE4 mannequin skel which i know is exactly the same. My editor is also having trouble with the bone names being labeled wrong eg: root is the nub on the ground, pelvis is the upright bone, thigh l+R are the lower part of the tri section pelvis bone, upper arms are the clavicle bone, hands are forearm, etc. All are bones are using the child bones name i think would be the best way to describe it. The anims still work properly but its kind of confusing to see it in the editor.
I have tried copying backup files over the skeleton files in question to rule out corrupted files, but it made no difference. This is also happening on my laptop so i know its not just a random bug on my main pc. Is there anything else i can do? or should i just retarget every animation to the default skel?
Is there an easy way to turn the instant hit weapons into projectile weapons? I want projectile bullets, but the projectile base seems to work more as a rocket/grenade than a bullet (even with adjusted config settings like no gravity and small damage radius). Also when I get a projectile child class gun working similarly to the IH weapons, the hit zones then won’t work the same (i.e. no headshot damage).
What’s the point in changing everything to a projectile if you’re disabling gravity as a whole? Just the visuals? Seems one reason could be wanting to have to lead on a moving target so it doesn’t just instantly hit?
I think you’d be best served copying the “BS_Projectile_Base”, then modifying it to include per-bone multipliers for the on-hit damage. From there, just create children for your projectiles and use the normal projectile weapons. Also, if you leave gravity enabled and increase the projectile’s movement speed you’ll have trajectory as well, instead of bullets shooting in straight lines.
Hello , is there anyone who have already experiences with 4.16 version? I’ve accidenatlly migrated my project to 4.16 when i wanted to try new features of the engine. There are problems with shooting replication (most while client is looking at the sever and also if its not in my case, there are character flickering problems while moving). Just asking if somebody have already “solution” for this, thanks for reply
Package Error
Hello,
I just bought the Generic Shooter last week.
I created a projekt and wanted to package it. I got an error.
>>UATHelper: Packaging (Windows (32-bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)<<
Unreal Engine 4.15.2
No non-Built-In Plug-Ins installed
Not sure if I have to put in some settings somewhere or something else that needs too be done beforehand.
I did not find an FAQ regarding the error.
Any help would be appreciated.
Output Log
UATHelper: Packaging (Windows (32-bit)): Running AutomationTool...
UATHelper: Packaging (Windows (32-bit)): Automation.ParseCommandLine: Parsing command line: -ScriptsForProject="C:/Users/Stoo/Documents/Unreal Projects/GenericShooter/GenericShooter.uproject" BuildCookRun -nocompile -nocompileeditor -installed -nop4 -project="C:/Users/Stoo/Documents/Unreal Projects/GenericShooter/GenericShooter.uproject" -cook -stage -arch
ive -archivedirectory=C:/Users/Stoo/Desktop/packages -package -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -clean -compressed -pak -nodebuginfo -targetplatform=Win32 -build -utf8output
UATHelper: Packaging (Windows (32-bit)): Automation.Process: Setting up command environment.
UATHelper: Packaging (Windows (32-bit)): BuildCookRun.SetupParams: Setting up ProjectParams for C:\Users\Stoo\Documents\Unreal Projects\GenericShooter\GenericShooter.uproject
UATHelper: Packaging (Windows (32-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows (32-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\UE_4.15\Engine\Binaries\DotNET\UnrealBuildTool.exe GenericShooter Win32 Development -Project="C:\Users\Stoo\Documents\Unreal Projects\GenericShooter\GenericShooter.uproject" -clean "C:\Users\Stoo\Documents\Unreal Projects\GenericShooter\GenericShooter.uproject" -re
moteini="C:\Users\Stoo\Documents\Unreal Projects\GenericShooter" -nobuilduht -NoHotReload
UATHelper: Packaging (Windows (32-bit)): CommandUtils.Run: Run: Took 2,8841649s to run UnrealBuildTool.exe, ExitCode=0
UATHelper: Packaging (Windows (32-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\UE_4.15\Engine\Binaries\DotNET\UnrealBuildTool.exe GenericShooter Win32 Development -Project="C:\Users\Stoo\Documents\Unreal Projects\GenericShooter\GenericShooter.uproject" "C:\Users\Stoo\Documents\Unreal Projects\GenericShooter\GenericShooter.uproject" -remotein
i="C:\Users\Stoo\Documents\Unreal Projects\GenericShooter" -noxge -generatemanifest -NoHotReload -ignorejunk
UATHelper: Packaging (Windows (32-bit)): CommandUtils.Run: Run: Took 0,7790446s to run UnrealBuildTool.exe, ExitCode=0
UATHelper: Packaging (Windows (32-bit)): CommandUtils.Run: Run: C:\Program Files\Epic Games\UE_4.15\Engine\Binaries\DotNET\UnrealBuildTool.exe GenericShooter Win32 Development -Project="C:\Users\Stoo\Documents\Unreal Projects\GenericShooter\GenericShooter.uproject" "C:\Users\Stoo\Documents\Unreal Projects\GenericShooter\GenericShooter.uproject" -remotein
i="C:\Users\Stoo\Documents\Unreal Projects\GenericShooter" -noxge -NoHotReload -ignorejunk
UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: Creating makefile for GenericShooter (no existing makefile)
UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: Performing full C++ include scan (no include cache file)
UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: ERROR: Windows SDK v8.1 must be installed in order to build this target.
UATHelper: Packaging (Windows (32-bit)): CommandUtils.Run: Run: Took 3,3261902s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (32-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.CommandUtils+CommandFailedException: Command failed (Result:5): C:\Program Files\Epic Games\UE_4.15\Engine\Binaries\DotNET\UnrealBuildTool.exe GenericShooter Win32 Development -Project="C:\Users\Stoo\Documents\Unreal Projects\GenericShooter
\GenericShooter.uproject" "C:\Users\Stoo\Documents\Unreal Projects\GenericShooter\GenericShooter.uproject" -remoteini="C:\Users\Stoo\Documents\Unreal Projects\GenericShooter" -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2017.05.21-21.26.32.txt'
UATHelper: Packaging (Windows (32-bit)): at AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
UATHelper: Packaging (Windows (32-bit)): at AutomationTool.CommandUtils.RunAndLog(CommandEnvironment Env, String App, String CommandLine, String LogName, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars, SpewFilterCallbackType SpewFilterCallback)
UATHelper: Packaging (Windows (32-bit)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
UATHelper: Packaging (Windows (32-bit)): at AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, FileReference Project, String Target, String Platform, String Config, String AdditionalArgs, String LogName, Dictionary`2 EnvVars)
UATHelper: Packaging (Windows (32-bit)): at AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 EnvVars)
UATHelper: Packaging (Windows (32-bit)): at AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars, Nullable`1 InChangelistNumberOverride, Dictio
nary`2 InTargetToManifest)
UATHelper: Packaging (Windows (32-bit)): at Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
UATHelper: Packaging (Windows (32-bit)): at BuildCookRun.DoBuildCookRun(ProjectParams Params)
UATHelper: Packaging (Windows (32-bit)): at BuildCookRun.ExecuteBuild()
UATHelper: Packaging (Windows (32-bit)): at AutomationTool.BuildCommand.Execute()
UATHelper: Packaging (Windows (32-bit)): at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
UATHelper: Packaging (Windows (32-bit)): at AutomationTool.Automation.Process(String] Arguments)
UATHelper: Packaging (Windows (32-bit)): at AutomationTool.Program.MainProc(Object Param)
UATHelper: Packaging (Windows (32-bit)): at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
UATHelper: Packaging (Windows (32-bit)): at AutomationTool.Program.Main()
UATHelper: Packaging (Windows (32-bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Windows (32-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Error
4.16 version submitted.
Submitted: Generic Shooter v1.6
I’m afraid I have no clue what could cause that.
I don’t know whats going on with this either. Unfortunately my animation experience is weak when it comes to root motion. I’ll investigate these bone name changes.
This appears to be an engine bug with 4.16 where something to do with something related to something regarding something about the Character Movement Component and it replicating an offset of the main character mesh with the offset going out of control. There is an answerhub question about this here:
4.16 C++ Third person template shows this:
It seems like since 4.15 random people have been getting hit with the need to install Visual Studio 2015 to compile Generic Shooter, even though Generic Shooter is a pure blueprint project. I wish I knew what was causing this so I could address it, because blueprint projects should not invoke the compiler, because, blueprint, is, not, code.
Currently the only solution is to install Visual Studio 2015 as if you were going to compile the engine, even though you’re not. Investigating, but not hopeful for a proper fix.
Thank you for the Feedback.
Strange stuff… guess i just wait for the 4.16 release
I’m experiencing an issue where my custom weapon derived from BP Base Weapon Projectile will sometimes (usually when I’m messing around with blueprints connected to it) initialize the default values of the default GenericShooter project when I open my own project. I lose all the values I set. Anyone else have this issue?
This is an unfortunate engine bug that’s been around since 4.8ish. Epic is aware of it but is having a hard time solving it. With every engine update, it gets a little better but it’s still not perfect. The only thing I can say about this is that source control/backups help. This is mainly caused by circular dependencies in blueprint (c++ classes seem unaffected). With every update, I’m trying to reduce circular dependencies but in some places atm it’s unavoidable. The only real solution to this is to keep putting pressure on Epic to fix this.
I have run into this many times. Extremely frustrating.
What I do now so this doesn’t happen is create a Data Table from my Weapon Struct. This holds all the important per weapon info. In the Weapon BP have a function to set these variable from the Struct. So when you acquire a weapon right after spawning the actor get the Data from the data table and call that function to set the data.
Haven’t had that problem since I have been doing this.