Maibe the Player Build System would be nice
Muchly appreciated sir!
I will be honest/transparent and say that I will not be covering this system. This is simply because I am working on my own building system, which will be included in the template as well as be available separately for purchase. Not only do I not want to be looking at the competition from a moral standpoint (as I do not want that systemās design to influence my own), I also would much rather invest time into the build system I have planned, which is, in my opinion, going to be much more versatile and extensive (not to suggest that one is bad at all - just different in terms of scope to what I am working on). Hope that makes sense A number of customers have already integrated the two and have said it wasnāt too bad a job though, if that helps
I love this idea much more so keep working Mike I hope to see it in the marketplace next week
Hahaā¦ it will be a little longer than that Iām afraid XD Will hopefully have more to share soon.
I donāt use code based marketplace assets any more i rather code my own, but i did buy that building system back when i was learning blueprint to check it out, and its a right mess no offense to the creator but it terrible coming from a programmers point of view, so i think creating your own is also a good move, I also did the something for my project and there more than one way to go about it.
Ah okay. Iāve heard a lot of mixed things about it but have never taken a look at it myself. Good to know Thanks!
Iāve been seeing a lot of discussion about a planned building system that will be integrated in this pack, is there any news regarding that?
Hey there.
So work has begun on the next major update for the templateā¦ I canāt guarantee the exact feature set that will get into this one, as it really depends on how much time I have available to me to get things beyond the building system integrated, but it will have some sort of building system implemented. Itās important to note that, as I am also creating this building system to be a separate product on the marketplace (with a larger more extensive feature set that is not just applicable to your standard survival games), this update may take some time - but we shall see.
I am hoping to get a number of features implemented in the next couple of updates, and Iāve highlighted those on the trello, but for those who are lazy (I know I amā¦) these include, but are not limited to (nor are these absolutely garunteed for these updates):
- A building system
- A topdown controller
- An overhaul of the UI to make it easier to work with
- Some sort of vehicles
- A more extensive main menu
- Examples of melee weapons
As well as some other bits and pieces
All of these are things that have been very highly requested, so Iām looking forward to seeing what you guys think of them. As you can tell by that list - itās quite a lot of content to add inā¦ which is why I donāt want to offer any sort of release date for these updates (and in fact, if bugs are highlighted to me, there may very well be some smaller bugfix updates in the meantime), but as always, Iāve got a lot coming for this template And there is far more to come after this too, such as an extended weapons system for instance
That sounds awesome! Iāve tried to work with another building system from the marketplace but I didnāt have much luck with it and decided to stop wasting my time on it to focus my efforts on other parts of my game. I canāt wait for your update with it fully integrated in to this pack, keep up the good work!
Version 1.0.0.7b of the Multiplayer Survival Game Template has just been made available via Gumroad and submitted to Epic for updating in the marketplace soon! Update 1.0.0.7b is a minor bugfix update with a few little fixes that have already been documented about the place, but people seemed to be missing.
Changelog:
Fixed items not dropping from player correctly
Fixed items not spawning from loot spawner correctly
Removed debug line trace from UsePlaceable function in C_Manager-Inventory
Changed antidote to SUBTRACT 15 poison rather than ADD 15 poison
I would also like to apologise for the relative silence on my part, both here, on my YouTube channel and in my own discord, of late. Iāve been quite busy offline, and have had very little time at my PC. The next feature update for the MSGT has begun, but it is still some time off. It is, however, going to be quite a massive update and Iām excited to share more details with you guys in the near future as I cement what will definitely be getting into it. In the meantime, I have two smaller packs coming out in the near future, being HealthKit and another unannounced one that is currently going through the submissions process. These are packs that were made as part of a private project I have been working on in between everything, and there will likely be more of this nature coming in the near future as I continue to diversify my portfolio. Hope you guys like the work coming your way
Just an update on 1.0.0.7b for the UE4 Launcher - Epic have now updated the files in the launcher and now you should have access to the update
Just dropping a post here to let you all know that an updated version of the template for UE4 4.16 has been submitted to Epic for prcoessing. For whatever reason, there are one or two small UMG variable errors when converting to 4.16, so Iāve resolved these. The update does not contain any new content or additional features, as that update is still being working on. It is simply a version compatibility update. Hopefully this will be available via the launcher soon Cheers.
Hey all. Just an update - Epic have processed the 4.16 update so now you can create a new project under 4.16 via the launcher if you own the Multiplayer Survival Game Template Please note that if you already have your launcher open, you may need to restart it in order for this option to appear. If you run into any issues using the template under 4.16, please be sure to let me know! Cheers!
For those working in 4.16, it would appear that there is a bit of a weird bug that results in the conversion from 4.15 to 4.16 (and will impact marketplace versions downloaded as 4.16 as well) process that removes all maps that you arenāt starting on from the packaged map list. This means that everything works fine in the editor, but when you package your game, you will not be able to load the game map (the menu will just keep going back to the main menu when you try). This is an issue with 4.16 itself, not the template, but I thought Iād jump in here and give you steps to fix it while we wait for Epic to process the update Iāll be sending them today (which will only contain this fix - donāt get excited about building systems just yet :P)ā¦
For those interested, you can read more about the bug on this answerhub post. Thanks goes to @Overrated_AU for pointing it out to meā¦ https://answers.unrealengine.com/questions/604141/with-416-bp-openlevel-fails-when-packaged-windows.html
Steps to resolve the issue
To fix the issue, we need to add the maps to the list of maps to include in packaged builds. To do thisā¦
- Open up **Project Settings **and go to **Packaging **settings. Click the **advanced arrow **under the āPackagingā heading (shown below):
- Find the āList of maps to include in a packaged buildā and add any maps you have to it (so for the demo, we need the **MainMenu **map and the **SurvivalMap **added).
- Celebrate your l33t bug fixing abilities! Thatās it.
I dunno why this is an issue but I would assume itās going to be an issue in any project converted up to 4.16 based on the answerhub posts Iāve seen. Anyways, will let you all know when the update has been processed and is available in various places. Expect itch.io and gumroad to be updated a little later today. The marketplace/launcher version is in Epicās hands though unfortunately. Thanks for your patience with this!
Just dropping a message here to confirm that the gumroad build was updated with the fix from the previous post. I also wanted to drop in and let you guys know that Iāve uploaded ALL of my products to Gumroad as well as Itch.io.
Why have I done this?
A number of customers have expressed that they wanted to be able to support me more than just purchasing my content on the marketplace. I do have a patreon, but that is currently undergoing a bit of a redesign and changing up all the perks and such, and I donāt really like pushing that on people because it feels weird haha. However, sites like Gumroad and Itch.io allow me alternative marketplaces to sell my work where I keep a slightly higher percentage of the sale (as Epic take 30%). As such, for those who are looking for a way to support me a bit more, I will be pointing them to these outlets for purchasing my work, as it makes no difference to the userās wallet, but does result in a little more for me to keep. I have no desire to force people onto these alternate marketplaces, and I will continue to release my content via the UE4 marketplace, this simple offers a few difference choices for end users to pick from.
What is different when buying on the other marketplaces?
There are a few differencesā¦ Most noticeably, the content you purchase of mine will not appear in the launcher if you go via these marketplaces. Instead you will have ongoing access to a download repository of all versions of the product you purchase that are available. Content will actually be updated more quickly on these alternative marketplaces due to Epicās update procedure (hopefully this will be changing in the future but currently, we have to work with what Epic have). Aside from this, you will receive the same example projects and such as available on the marketplace. In my opinion, as it stands, the UE4 marketplace is an inferior platform to both Gumroad and Itch.io for both sellers and customers, but the UE4 marketplace is far more convenient. So either choice is fine, pick whichever you are most comfortable with!
Iāve given links below to my content on both sites, as well as updated the OPs of all my products with links to these sites. If anyone has any questions, please feel free to ask away, either here, via my dedicated support portal, or join my support discord! Thanks for the continued support guys and I look forward to sharing future work with you soon!
The minor update for 4.16 that is outlined above has now been processed by Epic and added to the launcher version of the template. Thanks for your patience regarding this matter!
HI iām a new to UE4 come from unity (i know i know) Developer, so getting my feet wet in ue4.
Iāve purchased your asset, and my new character is inserted no worries.
I have one question, for using weapons, the weapons that are in there scale all wrong when used, which is expected, but can i just use a static mesh not a skeletal mesh?
many thanks,
Mike.
Hey there. The weapon system included is setup to use skeletal meshes as this allows you to use sockets and such for things like muzzle flashes, projectile spawn points etc. In order to change it to static meshes, you would need to go through and change the system quite a lot on your own. In general, using static meshes for weapons is not advisable as static meshes are really meant much for environmental props and such.
You can open up your static meshes in a 3d modelling software, such as blender (which is entirely free) and add a single bone to them to then allow an easy conversion to skeletal mesh in UE4, then allowing you to use the weapons as a skeletal mesh, using sockets, animations, etc.
Hope that helps
Thanks for your reply it all makes sense and Iām well versed in blender so thatās an easy fix. Is it possible to edit the spreadsheets to include more booleans eg weapon type and and am optional mesh say for armour so i can have female and male version of the same item? Say if bool A is true use skeletal mesh 2 etc
That wouldnāt be too hard to incorporate into the system, however there is not really anything in place to cover this so you would be looking at extending the template yourself. You would want to start by adding a variable to the player to define what gender they were, and then based on that, there would be a number of ways to go forward, as you could either just switch every mesh based on gender, or you could have seperate items entirely, etc. As for editing the database - that part is super easy, though I do recommend backing up the entire project before editing any of the blueprint structs due to an engine bug that can occur when editing structures, which may result in some blueprints getting corrupted. As long as you back up you can always revert and give it another go (as it legitimately seems random as to when the bug will occur).****