Created some viking helmets. Maybe a bit too shiny and new looking. With contact shadows enabled it makes it look more realistic but also can create shadow artifacts. See the candle on the table for example, there is a strange unrealistic contact shadow around it. Maybe the SSGI will make it look better. Not tried it yet since this is UE4.21.2 you see here and SSGI is not available in this version.
Created a medium (2 roomed) Viking house.
A small Viking house
Looking very very choice, any ATA as yet pretty please?
Getting close now. Not long.
Version 2.0 ready for submission to Epic Games.
User guide (contains screenshots): Medieval Buildings Volume 1 User Guide V2.0 - Google Docs
Thank you for ALL your hard work Sir
I’m assuming that will bring us up to 4.25 too?
Oh BTW does this merge in with your other pack as far as keybinding etc go?
Although I’ve released it for 4.21 again , it is compatible with all subsequent versions as well. I’ve tested it with 4.25 and it works fine.
The keybinding hasn’t changed from the previous version. Its just the E key. Some setup will be needed in order to integrate it with an existing project. I’ll create some documentation that explains how to integrate it with the RPG User Interface Kit product.
Version 2 is ready for download
Kia ora
Awesome it’s looking great too, thank you very very much,… May I ask whats changedwith the interface, non of my characters can open doors now and looking at the firstperson BP that can there seems to be no difference except for the very start where I have a branch for First/third person and the First/third person camera toggle?
I don’t think this camera toggle would have any effect right?
And this is my current interface that worked before the update I have FP_Camera where yoi have FirstPersonCamera. I have the Player Interface loaded in settings too BTW
The camera toggle shouldnt have any effect.
To fix it :
First, add the BPI_Player_Interface to your Characters blueprint “Class Settings” like this:
Secondly, replace the “Looking At (Target is Player Interface)” nodes with the “Looking At (Target is BPI Player Interface)” node:
Choice, thank you very much
Kia ora
I been looking real hard but I can’t see any erorrs any where But have some textures playin weird on my in 4.25
Hi I thought I fixed this before I uploaded it to Epic Games. There are 2 Texture Parameter 2D nodes in the base material M_Standard3WayVertexPaintBlendWithDirtAndOpacityMask that have their **Sampler Type **set to Color but it needs to be set to Linear Color.
That will fix it.
Thanks for the quick reply
Loving what you done, shame the Norse stuff is not a little more module tho, Oh no biggy would be purley personal, I did spread the bed apart a little just to let the character at the candle, might just be the RPG in me lol
Found them and there no change sadly
And you clicked Save in the material editor afterwards? Works for me. See screenshot below, which is from a brand new 4.25.3 project.
What version are you using of UE?
Does clicking Build result in any useful information about it?
Can you provide another screenshot of the buildings and the Details tab so I can see which roof type has the problem?
I did a build and got
Do these as links, they are complete screens
Weirdly it’s showing as slate tiles in the BP view when I open the BP
in the construction script of each bp you will see where it changes the static mesh for the roof when you select a different roof type. The default roof type is not thatch. That’s why it’s showing a different roof type in the bp. I’m in bed atm so can’t do as much as I’d like right now. Try locate the static mesh with the thatch roof using the content browser if the construction script is too unreadable for you. If it’s bad in the static mesh viewer then try open the offending thatch material instance. Then try open the parent material of the material instance. Then see if the Material shows errors as previously discussed.