Hey there! I just bought this awesome pack and I wanted to know how to do a first person view, like in Character Interaction thanks
Itās hard to say for me. Iāve never worked with VR. If your VR character would have same class (or inherit) form player character class, it should work.
No but I think it would not be very hard to add this. For example you can change location of camera for aiming, to head location, so you would have third/fist person hybrid like in Metal Gear Solid game.
hi, I followed your youtube tutorial to replace the character with UE skeleton, but it seems the material is twisted on the back, is there any way to fix that? Thank you.
If you go into the SK_Mannequin skeleton and change the retargeting options to set all recursively to skeleton, then change pelvis to animation scaled and root to animation it should fix the issues. This pack includes a ton a animations which is awesomeā¦Some of the anims have been keyed from within unreal to match a particular style. If you change the retargeting to above, then go in and delete the keyframed additive layer tracks in some of the animations. Then it will be like normal skeleton usually isā¦
Be warned when you change the retargeting options, the arms in the some of the animations will be too high up until you delete the mentioned keyed additive layer tracks in the animations that have themā¦
Thank you for your explanation, one thing I want to say additionally is more bones needed to set to animation from ik_foot_root to ik_hand_r on the bottom of Skeleton Tree, otherwise most of interactive animations look weird. Merry Christmas!
Hey Just wanted to say great work on this, looks well worth the money.
Wanted to ask. If there is any tutorials or anything out there regarding making the player start without any weapons (even if they scroll up/down), I know I can set a default weapon, and I saw the tutorial for picking up weapons.
Sorry in advance for the super newguy kinda question.
Yes, here is a tutorial for it
Hey Hamster, please I beg you to do a tutorial of how properly retarget AI characters. Iāve tried but with a bunch of problems.
P.S: Iāve watched Side Scroller Shooter Kit but still need a new one. Thanks!
EDIT: With trooper model it worked but for a custom one based in ue4 default skeleton I donāt know why I get a deformed characterā¦
EDIT2: My character is T-Pose based and trooper is A-Pose based. That matters?
EDIT3: Solved!
Does this have multiplayer capabilities? Like steam sdk ability?
No, but you can easly find documentation for it online, like this one A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums
does anyone know how to use the keycard AI in this? I want to setup some doors that need keycards but I donāt see any keycard spawns or anything. in the demo level there is a door that needs keycard and a guy above it that just drops a keycard when killed. thanks
Cool ill give it a go thanks, but having multiplayer functionality which can be turned on and off in defaultengine.ini would sell your kit more imo but still an alright kit by the looks so far.
Thank you for all of your support on this kit, This alone has everything for really learning Unreal. Iām wondering for the guys using DENT how I would go about getting this set up for the AI to destroy your cover and how to make them more agressive in general? I set them to random fight which seems to work for a bit but Iād like them to keep shooting the player even if you crouch or go behind a wall. I have it set up so the playerās weapons effect DENT walls correctly. Where in the AI blueeprints would be the best place for setting up the ai to destory dent walls the player hides behind?
As Iāve responded via store page:
Keycard is static mesh actor. It is named ākeycardā on level. Take a look https://s14.postimg.org/638k3fov5/key_card_object.jpg Last screen was from level blueprint from Demo_Map. It is not attached to AI. Just when AI dies, it is moved to death loaction which is shown here https://postimg.org/image/ixxo0d6vx/
For your kit to be working with Dent,from where do you bring nodes into Damaged Actor, Hits from Direction, Hit info? You cut that in image and I cant manage to get working:
From event hit which on the left. All other values goes from it.
anyone know how to disable a notification trigger text after character passes it or barrier is gone, I have trigger in front of a barrier that disappears with a certain key. text says you need that key . I am hoping to have it so the text pops up each time you walk up to the barrier. but disables after barrier is gone , or character passes the trigger box.(which would mean barrier is gone, because it has to be to walk past the trigger box area), right now after the barrier is gone(destroyed), each time I walk back past that area the same text keeps popping up even though barrier is gone. do I need to attach the notification trigger box to the barrier or something. the barrier is a static mesh door. thanks
If you want notification to be displayed only once, you have property in settings section of BP_NotificationTrigger class called āShow notification only onceā If you set it to true, it will show only once, if you set it to false, it will show infinite times.
If you want to disable notification trigger, just destroy actor when your barrier is destroyed, as Iāve done in demo map.
can you help me on how to destroy the notification when the barrier is destroyed? I mean, how do I associate destroying the notification with the barrier being destroyed? the notification blueprint at the keycard door in your demo level looks exactly the same as a newly spawned notification trigger blueprint in my level. do I have to attach or merge the notification trigger with the barrier door, the barrier door is just a static mesh. thanks
another thing I noticed is that when I bring out more notification triggers (like for the keys), whatever I set one for (one notification , or unlimited), they all do the same thing. all the notification triggers on the level.