One more update…after looking at the character blueprint again I realized the jump input needed a custom replicated event. This got it working.
Glad to hear you got it working, I will definitely put it in the next release.
Just wondering if that PLUGIN can be used to use your parkour system (3rd person mode) for skeletal mesh.
For example, I taking Mannequin character and adding these blue things on his calf / thigh. That Mannequin will use some kind of animations. Is there a way that character climb up on him ?
Hello @wiNt: it is possible to implement ledges and other zones that can be attached to characters via ChildActorComponents. It would probably take some custom work to implement transitions between them since the default transition builders won’t work with such a dynamic setup.
If you are looking to do something like Shadow Of the Colossus it will require some custom effort and won’t work out of the box.
Hello @L1K1:
The Grappling Hook works by doing a sphere trace each tick and checking if the hit actor was a ledge. If so the hit location is constrained to the closest matching location on the ledge and both values are stored in variables. When the weapon fires it checks whether or not any ledge and location is stored and if so calls “Start Character Zip” which sets the owner movement mode to custom. The grappling hook implements an interface called “Movement Driving Item” so each time the character movement ticks it calls the “Update Character Movement” event which then moves the character towards the ledge. Once there “Finish Character Zip” is called and that attaches the character to the ledge and resets all other values.
If you want other actors to work with the hook these are the key parts you need to change. Check the trace for actors the character can zip to, store the most prominent actor, make the character move towards the stored actor.
You can equip items directly instead of using the Previous/Next Item ones. To do that call “Set New Inventory” on the Inventory Manager and give it the item you want to equip. Alternatively you can also call the “By Class” method and it will equip the first item that matches that class (in case you don’t want to use direct references)
greetings,
FTC
Got a couple of questions regarding future updates. Do you plan on adding:
- Jumping backwards, right, and left from ledges that aren’t linked to another ledge (Tomb Raider/Uncharted)
- Using right stick to select between two possible climb points. Like higher or lower one. (Tomb Raider/Uncharted)
- Climbing up poles (Old School Tomb Raider)
- Balance Jumping (being able to transition from the balance state by jumping to other balance areas)
- Rope swinging
- Swimming
- Acrobat Swinging
Thanks for your time.
Hello @OneShotGG:
-Jumping backwards is definitely in the works, I am not sure what you mean by left and right?
-By choosing climb points I assume you mean something like a wall with lots of rocks sticking out? I am considering this, but it does not have a high priority right now.
-Poles, Balance jumping, Rope swinging and swimming is on the roadmap.
-Acrobat swinging isn’t a high priority, but it would probably be easy to implement coding wise. The bottleneck is animating it, since I am not too good at it.
That being said everything new movement wise will come after the networking features have been completed. It’s been going slower that I expected but I kept a steady pace.
Kind Regards,
Pascal Krabbe
I:cool: love the Adventure Kit, so for all developers looking to make their projects even richer they can Use the New Parkour and Swimming System for Ue4, FPS/TPS template.
Watch Demo Video Here:
Greetings
I saw you mention somewhere in one of these forums that merging aspects of the game templates should be doable. Right now I’m attempting to mix Parkour and Scary together, possibly adding in Gravity as well depending on feasibility and some lingering design decisions, but I haven’t had much luck so far. Any advice on how to best migrate their functionality?
Thanks
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
The Pack can be easily used to any project, it comes with video tutorials on how to set it up to your own project.So yeah it’s compatible with the Adventure kit.
Adventure Kit + Parkour & Swimming Systems can make a better game closer to the [SIZE=5]AAA games.[/SIZE]
I can’t manage to get the script working, neither with python 3.0 or 3.5, something about the code looking for something call paramiko. I never get a FeaturePacks folder tho’
Hello @anonymous_user_1768e113,
my sincerest apology for the delayed response, my internet provider is having massive problems so now I had to resort to a slow surf stick.
I answered your questions about the script in the issue thread on GitHub. The quoted part is in regards to the pre-build release of the kit. Basically if you want to build from source but are using a tagged release (e.g. for a engine source build) you can simply download the binary release instead of the source and use the packed Templates/FeaturePacks folders from that instead of having to create them yourself.
greetings,
FTC
Hey everyone,
The latest update for 4.14 is out! Granted this update is pretty much just for the new engine version, but more is in the works.
Changelog: Changelog · FreetimeStudio/Adventure-Kit-Public Wiki · GitHub
greetings,
FTC
I was playing around with this, however i cant seem to transition from a wall to a celing component.
is that possible?
Hi @Botanicvelious:
These transitions are possible and you can watch this video to see how to use ceilings with walls:
greetings,
FTC
Here is a video of the problem, the transitions exist just they dont seem to work
EDIT: figured it out you have to uncheck create transitions on the wall piece
Hi Pascal,
I have a litlle question. I use the 4.12 v1.3.2 to terminate my prototype version.
I try to reduce the range of the ADV Kit Usable Switch Class.
I can use it at 6m but i would like to reduce the range to 1m or 1.5m only
Is it possible to do that in blueprint ?
Thanks for help and all the best.
Regards,
Karim
Hello Doc Proc,
In v.1.3 the usable distance is the same as the targeting distance. You can change the property MaxTargetDistance on the character blueprint to the value you want.
In v.2 each switch has an overlap component that the player needs to stand in to be used.
Greetings,
FTC
Well done, thanks
All working. I can continue prototype.
thanks
Regards,
Karim