Monokkel
(Monokkel)
October 2, 2018, 7:59pm
2283
leo_bar:
hi
Well it will be a little bit long and so I apologize in advance
ok now thanks for your answer i understand more about my problem.
what i need is character class - as you wrote i need the skeletal mesh component, movement component and the option to be posses by the controller (although this one is not that important to me).
I would be very happy to know what you think will be the best solution and I understand that in order to do this you need to understand a little better what I want to achieve, so it goes like this:
After long trials I came to the conclusion that the best way for my game mechanics is to combine two worlds: one is like in your project a turn based game based on a Grid. Only when the turn of a player’s begin(not an ai) and the first action is movement its done in real time by movement in a third-person view with full control over the player to the moment phase and not by path finding . Then the shooting or other abilities are back more or less same as done by the toolkit. this feature of real time full control by the player for movement phase is very critical in my game which in turn have a lot of affects on other things.
At a certain point I thought that it would be better not to use the toolkit at all because I do not have much need for it if I base it on the engine’s navigation system. But after many trials I came to the conclusion that the best way is to use both worlds because the toolkit gave me much more control on every aspects of the game and the combination of the two gives more accuracy and solve a lot of problems the engine navigation have.
After really many trials and long stretches I have finally reached the conclusion that i will diffidently have to use the toolkit and most of the feature in it.
In order to implement this (the movement stage of the player), the best way I thought was by using character Class, since the flow of elements already built up in (components) in this class. I’ve already built a unit with all the feature using a character Class that gives me a good answer to all the scenarios I need. but i am open to change it if i need to.
I hope I have given more light on my project and what I need and I will be happy to hear from you how to implement all of the above.
another question i have is with the Implementation of the move by third person view in real time control by the player, is with the action manger which a little bit confusing.
cheers
leo
Ok, thanks for the explanation. In that case, here is my suggestion: Keep BP_Unit as is and have a separate character blueprint for the player movement. Have a reference variable to the BP_Unit in your character and to your character in BP_Unit. BP_Unit should here have no mesh and so be invisible. You could attach it to the character blueprint, move it manually once the character movement is done or even move it per tick. For animating attacks, since you want to do this ATBTT-style you would do something similar to what I’m doing in BP_Unit_Anim, only that you hold a reference to the anim BP of your character blueprint instead of one contained in the unit itself.
Maybe a bit hacky, but I think this is a way to achieve the result you want with the least amount of headache.