Hiraeth Terminal System is a comprehensive command-line interface toolkit for Unreal Engine, designed to enhance gameplay with interactive terminal operations. A versatile system that can be integrated as both an in-world actor and a UMG widget. Balancing functionality and realism, it provides developers with the flexibility to create immersive and responsive environments.
Use Hiraeth Terminal System as a widget within the UI or as an actor within the game world.
Default Terminal Commands & Responses
Set unique default commands, help messages and error responses to each instance of the terminal.
Multiple Terminal Instances
The system supports the use of multiple terminals within the same widget or scene, each with its own set of variables and directory.
Terminal Interaction Mechanics
Characters can easily interact with terminal actors, with the system managing the focus and re-possession process.
Command & Response Customization
The DT_commands datatable enables the addition of new commands and customization of responses, with placeholders like {command} and {name} available, and a function to override default responses on a per-actor basis.
Terminal-Actor Interaction
Terminals can interact with any world actor that shares the same directory, facilitating diverse in-game actions through terminal commands. Actors can be associated with multiple directories, enhancing gameplay possibilities.
Directory & File actors
Any actor can become a directory to navigate to or a file to download by implementing the HiraethTerminal interface and setting up the default variables. Both examples are included with the system.
Themes
Customize the terminal’s appearance through predefined themes.
Why is it that when i activate Boot Sequence, all my SkeletalMesh Nanite gets messed up, after booting is finished it works again (nanite on skeletal mesh on characters), is there a translucent material which is used during Boot Up?
i changed all the materials to opaque and nanite works and everything, but as soon booting up is running nanite doesnt work anymore. I want to change the boot up material but i assume its in the c++ code. is there a way to access the c++ so i can customize it for my requirements?
nice would be also to have an option that in stead of creating material instances i could use predefined one.
But overall very great system, but this nanite i cant fix somehow, there is something during boot up which messes up nanite (like translucent or masked material or texture sequencer/streaming)
Can you elaborate more on the Boot sequence and possible fix?
Hi Eiven,
Thank you very much, I’m very glad you like the system!
I tried to replicate the issue using a new 5.6 project and a Nanite skeletal mesh in the scene but everything looked normal. Could you please provide more details to help me replicate the issue on my side? What engine version are you using? Are you using the Llama-unreal integration or the default Terminal system? what happens exactly to Nanite skeletal meshes when the boot sequence is running? A video of the issue would be great.
The only thing I could think of is the SceneCaptureComponent found here: “Hiraeth/TerminalSystem/System/BP/BP_MasterTerminal” which has Capture Every Frame set to True when the Terminal is booting, and then set to False by default when the boot sequence is completed. Otherwise everything related to the boot sequence is done within UMG and no material instances that could cause such a bug are used.
To customize the boot sequence please drag and drop either BP_Terminal_01 or BP_Terminal_02(instances of BP_MasterTerminal) to the scene, then at the default variables section set UseBootSequence to True, and add as many items to the Sequence array as needed, each item is a structure of the following data:
Text(text)
ShowLoadingBar(boolean)
LoadingMaxDelay(float)
ShowResultText(boolean)
SuccessText(text)
FailedText(text)
ShouldFail(boolean)
I hope this helps and I look forward to hearing from you!