Hey everyone,
@uehero: Is your pack compatible with the Adventure Kit? Your wording suggests so.
@TheMercifulZeus: Yes it should be possible to merge them together. Most code from the templates is in the character blueprints. I would start by copying the parkour character and integrating code over from the scary game character.
The basic movement input is the same, the scary game character has additional bindings for equipping the oil lamp, entering lockers and enabling mouse interactions.
First create/override the functions in your character that the scary game character uses and copy over the blueprint code. Create any variables that are marked as missing. (UE4 sometimes needs a restart to understand that a newly created variable is meant to be used for the missing ones).
After the functions, do the same with the blueprint code of the Event Graph. Some inputs are bound in both parkour and scary character. In these cases either choose which behavior you want or combine them with a sequence.
Lastly you need to make slight adjustments to the Anim Blueprint. I again suggest using the more comples parkour one as a starting point. The important parts for the scary character is everything after IsDead. Make sure the values get set each update.
From the Locomotion state machine copy and connect the states “Enter Locker”, “In Locker”, “Exit Locker” and “Die” and from the Anim Graph the parts where the oil lamp holding animation is blended (in case you want to use the lamp).
In case you want gravity to work with it reparent the character to AdvKitGravityCharacter and add an orientation component. Make sure to also have a player controller that is extended from AdvKitGravityPlayerController.
greetings,
FTC