I noticed when migrating to 4.11 that zombies animations are kinda off. Instead of walking (and like stopping for a sec), it just continues (like sliding)
Just wanted to check if this is correct, otherwise my conversion from 4.10 -> 4.11 went bad .
Regards-
Did you make the changes in the 1.1 update post? It fixes that zombie attack bug we spoke about in email. Which in 4.11 becomes an issue because itâs not handling it well like in 4.10.
Yes. Late post, but 4.11 seems to be working just fine.
For those who want to make all players/npcs visible, you might like to follow the youtube vid Pirate made to remove fog of war, its not just unchecking isHidden(fog of war). You could also do a workaround to have both (like all players/npc visible, but only âXâ npc to be hidden) which isnât hard.
Hi and thanks for this nice kit. Iâve learned a great deal from it.
I too wanted to use WASD input with mouse location for my attacks and interactions. I have noticed that many others want this feature with WASD movement so ive put together a short tutorial. Itâs really quite simple.
Here u go: Imgur: The magic of the Internet
Take note that WASD movement will only work on character respawn, so if you start your game from editor in to game level then controlls wont work, please go back to main menu and host a new game and bingo! you got WASD movement, thank you.
Hi again, i quickly realized my mistake. Still learning network stuff in unreal. Ofcause you want the server to replicate the movement. So here is a working implementation of WASD for this kit. Remember to remove click to move
Enjoy !
Thank you for creating a WASD tutorial It should help a lot of people.
For the WASD input though you shouldnât need to do it that way with server events unless you want really strict movement input and logic for your game(In Unreal the character movement is already replicated to the server in an optimized way) and that is how most FPS games do it because it will probably end up flooding the server sending the direct inputs to the server.
If you are removing click to move you will probably want to remove having the client possess a pawn.
This method of possessing a server character is done in the MP TopDown Kit so that the click to move will work networked and with serverside pathfinding. It doesnât really add too much overhead leaving it in and just disabling the click to move part in the Player Controller. But it would make things a little cleaner in your project if you are only using WASD for movement and just want to keep the mouse interactions to remove it.
If you are no longer using click to move at all in your game and want to remove the extra possession controller/pawn then here is a really rough guide I put together for someone on how to remove the pawn possession.
I will try to create a more formal tutorial in the near future now that more and more people seem to be interested in WASD only movement.
Guide: Remove Click To Move Possession
To remove having the player possess a server pawn simply follow these steps and it will get you most of the way there⌠or break everything.
Please backup your project folder before doing any of this lolâŚ
*Itâs possible unreal will **** out halfway through with a crash and mess up your blueprints.
In that case you will want to start over from the top with your backup. *
So the real trick is trying not to get confused by the naming of the controller classes and what they are for.
MPTopDownNetworkController is your games main PlayerController that is set in your game mode.
This has (should have) your WASD code and keeps all the exiting code it has, so nothing really changes in terms of it being your games player controller.
MPTopDownNetworkPawn will be your games main PlayerCharacter pawn that is (Already) set in your game mode.
At the end of these steps you will no longer need the PlayerCharacterController blueprint as the MPTopDownNetworkController is your main player controller and we are no longer âpossessing the playerâ and do not need the additional controller anymore.
[MPTopDownNetworkPawn Blueprint]
Open your MPTopDownNetworkPawn and reparent it to PlayerCharacter (from Pawn).
*(Later you can update the PlayerCharacter blueprint to have a Camera and the stuff that is in MPTopDownNetworkPawn and remove having an extra blueprint. But first get everything working then you can focus on trimming the extra character class.)
*
[MPTopDownNetworkController blueprint]
If you look at the variables the TopDownNetworkPawnReference is now what you want to treat as YourPlayerCharacterReference.
The MPTopDownNetworkPawn inheritâs from PlayerCharacter now so we will be able to easily replace the PlayerCharacterReference in the following steps.
We will be removing the PlayerCharacterControllerReference and the PlayerCharacterReference after we have made some changes to the RespawnPlayer() function.
Update the RespawnPlayer() Function to look like this image
Now you can delete the PlayerCharacterControllerReference variable.
This will update all the âStop Movementâ nodes that get called from using the PlayerCharacterController and will now have Self as the target. (Self being MPTopDownNetworkController)
You will get a couple errors with the movement code, this is fine as we donât want click to move and the AI controller anymore.
Fix the errors in MoveToLocation() & MoveToTargetActor() by removing the Move To Location nodes.
Unhook/remove the UpdateFollowCamera() from the OnTick event because the Camera is on the character you control so it no longer needs to follow anything.
Right Click on PlayerCharacterReference and find everywhere itâs used in the controller.
Replace the references with The TopDownNetworkPawnReference.
*They will just plug right in because again since it inherits from PlayerCharacter and the PlayerCharacterReference was a PlayerCharacter itâs easy peasy.
There are a lot of places to update this but it should only take a minute working through the find results list.
*
After all traces of PlayerCharacterReferences are replaced with TopDownNetworkPawnReference delete the PlayerCharacterReference variable, then compile and save.
Donât try and launch the game yet, If you try and launch now you will have errors in the NPC and the PlayerCharacter blueprints because they canât find the PlayerCharacterReference variable that you just deleted anymore.
Simply rename TopDownNetworkPawnReference to PlayerCharacterReference and those errors will go away.
*Remember the TopDownNetworkPawnReference is parented to the PlayerCharacter so it is a PlayerCharacter class.
*
Now when you hit play things wonât be perfect but you are now a regular character with a regular controller.
You will have a few things you will no doubt need to clean up still but this should get you most of the way there.
**[NPC Blueprint]
**
You will want to open up the NPC blueprint and replace the cast to PlayerCharacterController with a cast to your MPTopDownNetworkController.
You will also have to repull off the get PlayerCharacterReference and plug it into the AddTarget node.
[PlayerCharacter Blueprint]
Then in the PlayerCharacter blueprint in the OnDeath() function you will want to replace the cast to PlayerCharacterController with a cast to your MPTopDownNetworkController you can now pull directly off your cast node to call the event ServerPlayerDeath
You can now delete the PlayerCharacterController blueprint. I would close and reopen the editor before trying to delete it though to clear any memory references.
**Now you have 1 PlayerController and 1 PlayerCharacter and no silly possession business. **
As mentioned earlier I will try and update this rough guide into a more formal tutorial in the near future. Please contact me at support@vanguardinteractive.com if you need any advice on adding WASD movement.*
First off I wanted to give a big thanks for releasing this kit. I just got into the unreal engine because the last one I was messing around in just did not have enough power.
Iâm a C variant programmer and Iâve only had a day or two to mess around with this hole blue print thing and it looks awesome, new and exciting. Now my first question is not a big deal because I think this is my job to know but is there any C++ programming within this kit? Like I said Iâm a complete newb so sorry for this question.
My next question, I packaged the project for Windows x64 to try it out on my laptop. Everything worked it installed prerequisites and opened. I got super bad lag now keep in mind this is a laptop with an i7, 12GB Ram and no graphics card Intel HD Graphics 4000 lol. So I guess my question is do I just need a real graphics card or could there be a problem with the way I packaged it etc.
Again sorry for these questions as Iâm almost positive itâs my job to know these things but like I said I have no experience in the Unreal Engine and just felt Pirate is a very friendly guy and could maybe answer these simple questions.
Last I wanted to give a big thanks again for this wonderful kit and even a complete newb to the Unreal Engine is able to go in play with things and find out how and were to add or change things etc. So anyone thinking about giving this a try its well worth it. Yes someone could make this same kit but the difference is this shows very good examples of workflow very simple techniques that will scale good with your project. This is the real gold here because usually solutions are so simple they are over thought. I see this all the time with marketplace items for game engines but that is not the case here very professionally done.
Welcome to Unreal development :D.
There is no c++ in thr kit as the marketplace is blueprint only at the moment. If you want to convert parts of the Kit to C++ it will be pretty straight forward once you get a little more familiar wirh Unreal.
As for the graphics, I have a laptop with a Intel Iris 5100 and itâs frame rate is pretty bad. If you scale down the graphics from the Epic setting it should help get you a few more frames. Unreal really only supports proper graphics cards for non mobile stuff but you can get away with still working on an Intel integrated with a few tweaks. The TopDown Kit miggt be a littlw more performanxe heavy then the standard third person template because of the dynamic lighting. Tweaking those settings should help.
Does this support controlling multiple creatures in your party, like Baldurâs Gate 1? If not, please consider.
See here for example:
Pirate ever considering in adding youâre social advance party system into the topdown kit as a tutorial ? with your inventory system also in xd like all together lol
[QUOTE=Ariegos;517632]
Does this support controlling multiple creatures in your party, like Baldurâs Gate 1? If not, please consider.
See here for example:https://youtube.com/watch?v=RLVciw2x0FU[/QUOTE]
With how you control a pawn character it shouldnât be difficult to set it up to let you select and control another pawn. All you would need is a little understanding about how possession works. It is not something that will be added to the kit as itâs specific and easy enough to do with some blueprinting experience.
If you run into any troubles trying to implement it yourself please send us at email at support@vanguardinteractive.com and I will do my best to help you out.
Well the Social system merge tutorial covers all the basics that should help you merge it into any project. The reason I made one for the Inventory into the TopDown kit is because there is a lot of changes in switching from a thirdperson FPS type interaction to a click to move/ mouse interaction setup.
I will add it to my growing list of tutorials to make
The Action RPG Inventory System, Multiplayer TopDown Kit and Advanced Social System will be on sale from May 23rd to June 1st at 15% off.
Hey!
I Just bought this blueprint (Just a couple of days too late to enjoy the discount :))
Iâm a UE4 beginner and i am trying to make it WASD controlled. In what blueprint do I add this? I saw a screenshot on how to make WASD but it does not say where to put it? (If i put it in PlayerCharacter it does not respond to the keys being pressed)
Also is there any plans on updating to version 4.12 ?
Thanks!
Version 1.2 - Submitted June 8th 2016
------- Update Notes -------
This update fixes an issue when upgrading the projet to 4.12,
Fixed a bug with the NPC_Chase task logic causing AI movement jittering in 4.12.
[SPOILER]
*To fix it all you need to do is edit the AI TASK in *Blueprints/AI/NPC_Chase so that it looks like this
[/SPOILER]
I have submitted the 1.2 update with this fix to Epic and have asked to to mark 4.12 as supported and remove support for 4.10.
I will only be offering support for 4.11+ moving forward because there was such a drastic change between 4.10 and 4.11 also 4.10 was a bad release so nobody should still be using it
Is there a tutorial any where or relevant info i could use on using the Varest plugin to call the info from a db instead of data tables, I have followed something for creating a login would just be nice to have this too
So how would we go about removing all of the demo stuff? Things like the hotkeys to reset the game and setting the starting map to the main menu instead of automatically starting the game. When I set the starting mode to the Main Menu none of the elements get called.
Hi, I bought your kit.
I tried to make it possible to let the player zoom in and out with the mousewheel. But I canât get it to work. I tried the script as seen in the image.
I used MPTopDownNetworkPawn to set the movement for the cam and MPTopDownNetworkController to set the actual mousewheel up and down action button.
Does anyone have any recommendations or see what I did wrong?
any plans for a stealth implementation in the future?
I also would like to do this. What you have looks right to me.
This is prolly going to sound like a dumb question but I can get it to work when I create new map. The only map the kit seems to work with is the one that comes with it.
I have a Navmesh and it Appears to be correct when I hit P to show it. no matter where I click the player runs to the center of the world then stops there. Then no matter where I click all clicks show at 0, 0,0.
I have compared eveything I can think of in to a blank map and it just wont work in any map but the one that came with it.
I see this in the log when I click doing play in editor in any map other than the one that came with it.
LogScriptCore:Warning: Attempted to get an item from array CallFunc_SphereTraceMulti_NEW_OutHits out of bounds -1/0]!
That line over and over again.