I just wish i could give you more money for the next version Would happily pay the same again!
@elec2ron: Don’t give me any ideas I’ve probably put as much work into this update as I did the original release of the toolkit. I’m considering perhaps having a minor price hike some time after releasing the next update, but there will never be any extra costs for anyone who has already bought the toolkit, whether you like it or not
First off, first time posting, been quite busy, meddling around with the toolkit. (Absolutely god like work , great job, great buy)
I’ve created a basic map with some extra meshes, and the ramp from the jungle scifi tutorial.
My problem is that on the ramp, the characters are always standing straight (rather than leaning / tilting) and I can’t seem to debug this.
I have one level of height map with 300 height between levels every time. The characters, both custom and ones from both templates (basic and scifi) don’t want to stand angled but always straight up.
Wondering if I could get any extra help here since im out of ideas.
Hello P.A.S.C! afraid that is not something that is in the toolkit by default. The blueprints are fairly basic, and to do what you are asking you would need to look into inverse kinematics to move the legs appropriately. If you are using units without skeletal meshes and want to rotate them based on where they are standing you could try to get the normal of the mesh beneath them and use that to set the pitch. Those are the first things I would try. You could also potentially use collision and physics for this. All of these things are a bit outside my area of expertise, but their implementation should not need to be adjusted for the toolkit, so you should be able to look up general Unreal Engine tutorials/documentation for any of these solutions. Apologies that I cannot be more specific in my support in this case. Let me know if you are successful.
will the update to 4.19 feature the multiplayer part aswell?
Yep Check out [my trello]( under “Done for 1.8” for a list of changes.
Just purchased another copy of this for our team, I am highly impressed at the entire thing, especially the tutorial videos.
Allow me to ask a noob question, it may be answered somewhere and I will keep looking. Can you make the AI control more than one team?
I.E. Can I have the AI control the blue team and red team? Can it control 3 teams?
Just purchased another copy of this for our team, I am highly impressed at the entire thing, especially the tutorial videos.
Allow me to ask a noob question, it may be answered somewhere and I will keep looking. Can you make the AI control more than one team?
I.E. Can I have the AI control the blue team and red team? Can it control 3 teams?
@Jadeon and @angelbane019 : Good to hear your team is enjoying the toolkit! Glad to hear you like the tutorials as well. I’ll soon be making several more of those, focusing on specific topics such as pathfinding, animation etc.
As for your question, faction and AI control can be speciified individually for each unit. Set AI Controlled to true for the unit to be controlled by the AI and set the value of faction to determine what team it is on. You can easily expand the factions enum to any number of factions and you can have AI and player units on the same team if you want.
Also, something of interes of many hear. While I’m waiting for UE4.19 to drop I’m working on a sought after new feature. Uncertain if it will be ready for 4.19, but it should not be that long after, since I’m pretty far along. Big units! Here is a WIP gif:
the big units are so impressive, your a rock star!
Thank you very much, you are the man
Thanks! There are some limitations to the implementation I’ve got at the moment. Difficult terrain does not affect big unit movement (I have some ideas of how to fix this, but not sure if it will work yet) and big units mostly don’t work with multi-level grids (they cannot cross between levels. Still trying to come up with a solution for this). Other than that it seems to work well.
Looking forward to seeing your implementation.
Hi ,
I have a question about the skeleton in the toolkit, it seems to have an additional bone “SK_Mannequin_Mobile_r” as root. I was wondering why it has this? I’m trying to retarget animations i originally imported for this skeleton to a regular ue4 skeleton, and though all the other bones are the same the animations end up horribly misaligned, could you offer any help on this?
To find all instances of where a function or variable is used in UE4, right click it and select Find References. Then click the binoculars to search for it in all blueprints. You will find that it is only called in the event graph of BP_Unit, in the Kill Unit comment box. In your case I would replace or modify the function so that instead of setting GameOver to true etc., you set a boolean in the game mode, which you check when the turn ends, and then spawn the new units if it is true.
That is odd. Retargeting worked without issue when I did so. Maybe the default mannequin has been changed since then. I’m looking at the skeleton, but cannot find the root you are referencing. Could you give me the repro steps?
Ah yes, I was using the skeleton from a much earlier version of your project. I have updated now and see you have a new one.
Ok, good. That explains why I was not able to reproduce the issue. Glad you figured it out.
I’m trying to create a unit that can attack 1 tile diagonally, and 2 tiles away, but not one tile away. Any tips/advice?
Set square visibility of the unit to false, range to 2 and minimum range to 2 and you should achieve the desired effect.
Hi,
We are back to focusing on the turn based game project since we already have a working demo to bring to publishers. I am looking at your Trello now. It looks like multi-tile units won’t be included in update 1.8, correct? And 1.8 is coming out with 4.19?
It says big units on square grids for 1.8 does that mean big units in the 1.9 section are for hex grids?