[PLUGIN] Adventure Kit

i am just waiting that you make more stuff for a "tomb raider "style games. And the person should also climb up from vineswall i think.After you making this stuff i will buy it quick :)) im sure too many people are waiting for these updates :slight_smile: Great job btw

Hey everyone,

sorry for the late reply, I am currently not at home and have bad internet…

@Denito13:
You can change the maximum jump distances between ledges on the properties of the movement component in the character blueprint.

To create new transitions you can either create your own transition builder (Transition Build Modules Ā· FreetimeStudio/Adventure-Kit-Public Wiki Ā· GitHub) or right click on a zone and create a transition manually then right click on the transition and pick a target for it.

@Warcabbit:
Currently, the rotation during the wall climb is driven by the PhysicsRotation method in code. You can either implement a custom movement (like the zipline for example) or use a rotate bone node in the anim blueprint.

If you want to create your own movement component you can also override GetDesiredOffsetFromZone and GetDesiredRotationInZone.

Multiplayer is coming along but it will still take some time: Adventure Kit WIP 42 - Multiplayer Progress - YouTube
@:
Yeah, some new mechanics are in the works. Vines can already be created by using the wall climbing zones and exchanging the model for vines.

greetings,
FTC

Glad the hear it.Thanks for Infos.so Im just waitin now for the updates then :))

Hello .

I almost succeeded to install the advkit into my project with my custom character. It’s almost perfect. I’d like to thanks you again.

I have one last little problem ( 3x nothing and i’m sure it’s me that i have finger that have wrong made )

With, the zipline. I can Start, Zip, but in the end OR when I press ā€œCā€ to falling mode, the character stay fix with the zipline in the center of hips.

I had try to add ā€œGet out of zoneā€ function in char_BP but the same result.

Do you have some suggests or idea ?

Thanks A lot for your system, it helps a lot and saves a huge time.

Regards,
Karim

Hello [MENTION=228189]Doc Prog[/MENTION].

Have you copied the example blueprint code from the default character? To let go of a zipline you need to set the movement mode to falling (which you already do as it seems) and the zone to null:

greetings,
FTC

Hello , Yes, I have the same. but not working, is it possible that is because I have more than one crouch function (2 exactly) ?

Hello [MENTION=228189]Doc Prog[/MENTION], if you have two crouch events in blueprint I think unreal might only call one? Not sure, you could try to debug to find out if the blueprint code is actually called, either by visual debugging or by putting a print string call after the code. If you have extended a blueprint child and added the crouch event you need to call the parent function. Right click on the node and select ā€œadd call to parentā€. A orange brown node should be created and you need add an execution path to it. If the code is called but it still does not work I will have to see if it might be a bug of the kit.

I have try debug and too a string hello test. The process go to end after Set Zone, but they stay on custom movement mode to 1 and movement component to 13.

Look my screen up to left it is an print continue for different component for test

It is when I press crouch

The character DON’T move any more

bca44596a916a531012ce11cd3f99159ac2f3ba9.jpeg

In the animation blueprint too all is ok

FYI - The mailto value for your githubaccess email address on the marketplace has a typo (missing last ā€œsā€).

Hello,

[MENTION=228189]Doc Prog[/MENTION] If it is still in 13 that means it has not been set to Falling, but is still in the custom zipline mode. Are you willing to share your files so I can take a look at it? In that case PM me or write me an email.

@NobleSpoon: Thank you very much, I have contacted marketplace support :slight_smile:

greetings,
FTC

Hello, how slide action can be implemented in BP_CH_AdvSampleWallWalkingCharacter? I copied state, transitions and logics for Event Blueprint Update animation to ABP_CH_AdvKitCharacter from ABP_ParkourCharacter; but it still does not work and character only twitches very fast.

Hello @RodionKarimov,

the anim bluperint only shows the sliding, the actual slide logic is done in the character blueprint BP_ParkourCharacter:

You also need to add BP_Parkour_SlideAction to the DefaultActions array of the character.

greetings,
FTC

Hello, FTC, thank you for your reply, we now integrate all useful for us AK logics into our project.

Hey FTC!
I’m also waiting on fire for the multiplayer version. It’s the only reason why I haven’t developed my game yet. Any news yet?

Cheers
R

Hey Raed!

Very soon. Currently working on documentation updates. There will be an announcement and a bunch of new tutorials soon. I will do a pre-release of the multiplayer branch first, since I want to make sure nothing breaks for people actively using the kit already.

Kind Regards,
Pascal Krabbe

Hey everyone,

Multiplayer is here! It’s still in alpha but check it out:

Changelog: Changelog Ā· FreetimeStudio/Adventure-Kit-Public Wiki Ā· GitHub
Migration Guide: Migration from v1.3 to v2.0 Ā· FreetimeStudio/Adventure-Kit-Public Wiki Ā· GitHub (to be expanded)
greetings,
FTC

Wow it looks very good. Good work :)) But still waiting for TRaider stuff :slight_smile:

That’s next on the list :wink:

Very impressive. Many thanks for the update. What’s the TRaider stuff?

had a quick try with it. The multiplayer concept is working but it breaks quickly. For example, if they hang on ledges one of them lose animation and starts to either slide with no animation or start flickering. I also tried to run throw the portal door and immediately the second player froze and couldn’t do anything. The other thing when hanging upside down on a ledge it doesn’t seem to have an solution to leave ledge, jump to another another ledge or anything. All I could do is sliding to the sides. At one point I had one character running on the wall normally but the other player was sliding without running animation. I think it’s mainly the anim blueprint needs to receive and send animations to the network (or to the character and the character communicate to the network).

Hope this helps
Thanks a lot for the update