I got question
1.When player dead thier weapon are droping around and canāt delete it please tell me how?
2.How to add new map to your asset and linking to UI when you choose to play maps?
Thank you
I got question
1.When player dead thier weapon are droping around and canāt delete it please tell me how?
2.How to add new map to your asset and linking to UI when you choose to play maps?
Thank you
Thanks I saw that it seems I need to go into maya and rename the bones. No biggie do you have a video on how to enable steam to UE4 or is it as simple as
downloading the steam sdk? code to dig through source code?
wait I found it. A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums
Nicely done! Were you planning on implementing a split-screen setup?
Sweet jesus, everyone and their mom wants a different, unique feature it seems. xD
It tickles my pickle seeing people with extremely low post counts or first posts in this thread. Lets me know Iām reaching a bigger audience than the forum regulars. I plan on tutorials for most things, but there are a lot of things, so Iām doing tutorials for the most requested things and working on updates for the most requested features. Tutorials reduce questions but features increase income, and I need both, so Iām trying to find the balance there. Thanks for subscribing, definitely the easiest way to see tutorials first. For more simpler questions, I answer them live on my twitch channel as well.
No, but I do now. Iāll add this to my āwill considerā list as this would need lots of stub system functionality, such as an āapply effectā system to genericize catching fire or gravity pulses, as it wouldnāt make sense to implement those things specifically but instead Iād have to implement a system that can be used to implement these and most others, if that makes sense. Iād say if it does go in, itād be several updates in the future. Iām actually trying to hold off on this as long as possible, as Iām waiting for the GameplayAbilities module to get further developed by Epic. When that module becomes more developed, Iāll be able to do all kinds of crazy things with it and having things catch fire will be trivial. Also, this wouldnāt be for projectiles only, instant hits should have this feature set too.
Awwww yeah. Steam is easily the most asked for. Iām waiting till 4.8.1 to do a proper tutorial. Also, force your friends to vote Yes on Generic Shooter on Steam Greenlight so that I can cover more Steam features for yall. Steam Community :: Error
When 4.8.1 is released, you can find the hidden WindowsNoEditor mode by packaging the game! (And by hidden, I mean the same thing everyone else gets, but this time its GENERIC SHOOTER WINDOWSNOEDITOR)
I have already done Steam friends and avatar support for another project, but unfortunately this requires more things to be exposed to BP, so I might make a helper C++ plugin instead. Unfortunately at this time there isnāt really a way to do these things in BP.
At some point, yes. Most of the work is actually already done, I just need to finish it.
Is there a tutorial planned on how to import custom animations and arm rig for first person?
The arm rig is the exact same skeleton as the third person rig, which is the same skeleton as the blue mannequin. I donāt have any Maya or rigs if that is what youāre asking. As for bringing in new ones, there are anim montage variables in weapon blueprints you can look at and deconstruct to add yours in, and for non-weapon animations, check out the player characterās animation blueprint. Tutorials on this are planned but probably wonāt be made for awhile. Iām not really an animator so getting it this far was kindaā¦ interesting.
Sorry, I was speaking more in terms of how the stuff is set up. Do the guns and arms need to be animated together, but exported separately?
i have managed to get all the files from Generic Shooter to my project but i have no idea how to get the player to work could you make a tutorial for us noobies ?
I have another tutorial request for you.
I see that you use two different kinds of blueprints for setting up the hud. In one of them you have a comment saying that it is to make it easy to set up additional HUD elements. Could you share what it is that makes it easy to do this? Iāve been trying to set up a progress bar to display an energy level, Iāll get it perfected eventually, but I would like to know what this system is, where I should keep the energy level for the player to best transfer it to the HUD etc.
Hello,
I bought it ! Yes itās very cool but it seems only for serveur and not have a normal mode just for singleplayer.
Have you plan to add it?
Thank you per advanceā¦
When you go to play the game in editor, click the little arrow to the right of the button and near the bottom change number of clients from 2 to 1 and it will work fine.
Appears you have created a monster ā¦
For anyone on the fence about the purchase of this, my advice is to buy it now. has sold himself short right now, the quality of this pack far exceeds the standard. The price is a steal right now.
If youāre looking to build your project off this it should be real easy to do so, for anyone trying to pick and choose features from it, its more intermediate as there are some pure nodes and some maths equations in there I really donāt understand right now. That being said it has so many features to learn from and I intend to learn all of it.
My two requests for this is
1.) All areaās of BP to be commented or documented. It would also be useful to see where you started building this pack. If I wanted to reproduce what you have done where do I start? Which part do I learn first from your BP? That type of stuff.
2.)Bow & arrow feature, You already have a projectile class so this shouldnāt be a big one (I could possibly implement myself) however add a system where the projectile charges up which changes the velocity of the Projectile component and the arrow then lands in the with the rotation it entered the static mesh in and, for character hits you could then spawn a static arrow in its place and destroy the dynamic one and destroy the static after a delay of some sort. I know Bow & Arrow is a highly demanded weapon for most games so with this implementation I believe this will give you more reasons to bump that price up and increase your income.
Thanks for your work and please do increase the price, you deserve the extra income.
The guns and the arms are exported seperately. Iāll try to get around to this at some point.
Seems like my default answer now is āits planned at some point in the futureā. A tutorial on this is planned, but because youāre moving from a general starter project to a specific project that only you have, things can be a bit weird. Right now my advice is to merge with my project instead of merging my project with yours.
The idea is that data goes into BP_HUD and the actual display of that data goes into WB_HUD, this way the data will always be solid even if you switch out UI widgets, so if you wanted to do things like custom huds per team or per game mode or something, you wouldnāt have to re-make the data layer multiple times which would get all kinds of messy. The BP_HUD should either update its energy level from the player or the player should update the energy level on the BP_HUD, and then the WB_HUD should simply display that data through the use of its MyHUD variable.
Single player is just multiplayer without any clients. You can do this by removing the āListenā command text in the Host Game logic or setting the Num Public Connections to 1 or simply justā¦ ignoring the fact that its multiplayer.
The next update will have this set to 1 to default because apparently its causing a lot of confusion.
Its definitely worth the value, also, its very important to note that as I push updates, the price will increase, so if anyone wants to still get in at the base price of $20 now is the time to do so! I donāt plan on going on sale any time soon.
I went through every blueprint and added brief comments around things. I know I could have done this better, this is a continuous effort by me. As for where I started, I started with basic weapon logic and based it off of some C++ work I did as well as ShooterGame. This info might not help much since I can say āI started already knowing what the result will be and knowing how to do itā. If I were to start it from scratch though, I would start with getting a player character to have its cameras set up correctly, then work on attaching a weapon in third person since the AnimStarterPack is free, then work on getting the weapon to do things, then work on getting it to replicate correctly, then getting it cleaner and organized, and then start considering first person logic, rinse, repeat, one feature at a time until its done.
Weapons already suppport āwind upā or charge functionality, however Iād say support for this is in beta. Iām surprised no one has called me out on it yet. The in-flight arrow part of this can be done somewhat easily, but the resulting effects would take a bit more work to get replicating and stuff. Melee weapons are the next weapon type that will be introduced as I get asked a lot about melee. I also need melee for Generic Shooter: The Game, currently on Steam Greenlight which Iām sure everyone in this thread knows by now due to my forum signature that barely confines to the forum rules.
Quick question (with a probably not so quick answer) , Root Motion. Do you have plans to support it? Is it even possible currently in a networked game?
Say that I have an animation blueprint setup with root motion for everything, and assuming it is possible, what changes need to be made to support it? Thanks.
Just to second all the comments on how good this project is, Iāve certainly learnt a lot and there are so many small details in it. Itās a gold mine of information.
Mark
Root motion is something I donāt have much experience with other than a lot of root motion work I did back when UE4 was beta (shout out to that beta participant forum badge). I havenāt really had an animator to work with to solve some more complex things I want to do. All my animation stuff is replicated correctly, so, as far as I know, root motion should work, but honestly I have no friggen idea.
Hey man, looks like youāre getting hammered! Well I just want to jump in for a quick query~ I use an interface blueprint to pass player variables when switching pawns (vehicles etc) I notice you have some variables on the BP character, some on the BP baseweapon, and some on the Player Controller.
Just curious about the weapons the player has currently obtained, and their ammo status, is there a simple group of variables I can grab for those?
Player Characterās Equipped Weapon is the weapon that the character is holding that usually is ready to fire. This is replicated across everyone, so it should be valid for everyone, however due to network lag, you might see a few frames of desync on weapon switch depending on ping.
Declared in the weapon blueprints, Current Ammo is how much ammo the weapon can reload from. Current Ammo In Clip is how much ammo is in the magazine ready to fire. Their respective Max* variables store the value that these can be, so you can do things like fill bars instead of numeric readouts, as well as if a player picks up ammo itāll never exceed this amount. These names could be refactored in a future update for better readability, but its safe for now. These are declared in the base weapon blueprint so all weapons have these properties, but children can define their own ammo behavior if they need to, although in all weapons supplied ammo functionality is the same across all weapons. Interfaces are honestly the way to go to make future migrations more painless.
Alright! I follow, straight forward enough-- one thing, and I might not have followed or I might have dumbed it up here. In my old project I simply had all the weapon logic on the player blueprint, and a bool value would allow or deny them to use a weapon (if they had picked it up) and I could pass those variables on to any blueprint I wanted. What Iām looking for is some way to find what weapons the player has picked up.
Say if they have switched their normal rifle for a super rifle, and also picked up a rocket launcher, where can I find that information. So if they switched pawns, destroyed the player pawn, then after a bit created a new player pawn and possessed it, and retained their weapon information. I have it working at the moment, all apart from the weapon information!
There isnāt really any persistent weapon information.
There is a few helper functions, such as, Has Weapon of Type, that might help with what you want, but I donāt do any storing of past knowledge of anything picked up in a previous life. All weapons currently holstered on a player though are available via the Primary Weapon, Secondary Weapon, Melee Weapon, and Special Weapon variables. Melee doesnāt really ever hold anything at the moment, but it could if you define a new weapon type to use that slot, although I donāt have melee functionality built in. If you want to keep a history of things that have been picked up, youāre going to have to do that yourself.
Yup, thatās exactly what I was looking for! I have my own blueprints and whatnot for storing that information, was just looking for where you have those variables located, Ty!