Hello everyone! I am working on GASP 2.0 integration, and also comprehensively reworking the movement animation system, as you requested . Now we will use animation layers, which will allow you to reduce the number of necessary animations many times.
P.S. I spent two days to figure out how to activate the shot animation montage, taking into account the information about where the gun barrel is looking: https://youtu.be/uEFLA1dw_Pc
(this is an extremely raw version, in the final version everything will be 100 times better!)
P.P.S. Hugs to everyone
Looking Awesome!
My only concern (which is very small) is aim center screen, forcing projectiles center screen.
I would love to get the option to toggle center screen aim off/on so, I can spawn projectiles from weapon barrels and they travel in their natural trajectories.
This would allow me to move the camera independently and fire from the weapon properly. In my games the avatar and camera can be controlled independently.
Dear friend, hello! Thank you for your suggestion, I will definitely add this!
Next update will be GASP 2.0 + New motion animation system (new Anim BP). Also all these crooked things will be fixed!
Oh, and all animations will be retargeted to a single format: the UEFN skeleton.
Hello everyone! The new update is almost ready. There are a few steps left on the ToDo list and the update will be released. This is how the system looks like for now:
P.S. of course this is not the final version
Guys, I have a little gift for you. The next update will update not only the motion animation system..
Amazing work on this, it’s really great to see how much more you are improving things on such a regular basis.
I have a question. I want to have an in game companion that follows the player, and interacts with the world when the player stands still. For example, Ellie from the Last of Us, or the companions from Starfield, Fallout etc. Companions that may make audible comments about the current location, or have a short simple conversational exchange between the player character that can be triggered. The option to also initiate conversation with them too, and have some branching dialogue options, and view or exchange things in their inventory would be great.
Is this something that is already included in your engine, or something you plan to implement in the future?
The audible converse is the main thing I am looking for, but so far most of the companion options on market place do not seem to include this. Thank you.
Hello! First of all, I want to thank you for your kind words about the project. Thank you very much! The companion will definitely be added to the project, especially since other users have already suggested adding this mechanic. About conversations with a companion - I understand you, I will add this mechanic too!
That’s great to hear. Thank you for the reply, and references. Do you have a time-frame you can share on this?
Hey! Do you mean adding a companion
or a new movement system
?
Adding a companion with speech capability.
Oh, it depends on many factors, but for now my plan is:
- V4 update (in 3-4 days)
- Prone mechanics
- After that, we will form a new roadmap, where we will decide with our community what to do first.
Anyway, you don’t have to wait for the update to start working with the project, because I provide all updates with a special instruction on how to make this update for your project yourself!
-
146 data assets removed. Character states are now located here:
-
We also now use GameplayTags:
I think tomorrow or the day after tomorrow the alpha version of the project will be ready for testers.
RPG Engine V4.0.1 - Beta version
The update is currently only available to testers, but I will be uploading it to the marketplace in the next couple of days! However, you can try the new build
There will also be updated documentation. And a video trailer too.
Yay!
RPG Engine V4.0.1 is now available!
- New movement animation system (GASP + Anim Layers). Now you can climb obstacles with weapons in your hands;
- Gameplay tags! The following parameters are now of type Gameplay Tags instead of enumeration:
ItemType
,ClothType
,WeaponType
,ItemRarity
. Using Gameplay Tags greatly optimizes the process of searching/sorting data; - The Character states system has been completely reworked. The
Character State
parameter type is now a Gameplay tag rather than an enumeration. Removed 146 data assets; - The main weakness of the project has been fixed: the need to use a huge number of animations for each new type of weapon. Now, to add a new weapon, you only need to create 11 animations with a duration of 1 frame.
- Improved performance;
- All animation sequences/montages are now based on a single skeleton:
SK_UEFN_Mannequin
. This is important for proper live retargeting; - Many other minor changes.
Friends, thank you for being with me. Your advice, attention and interest in the project are what helps me. Enjoy using the RPG Engine V4 project. There’s a lot of new things ahead!