well the ones I had on the doors were set to unlimited text notifications for now. then I added a couple on some keys and set them for one time text notification. yet it seemed then that the ones on the doors switched to one time notify as well. i’ll have to double check it and see. maybe I just didn’t see it correctly. will let you know.
That’s odd. Does it happen in shipping build? What are your PC specs? Has this happen from start or when you started adding/chaning something in project?
I just bought this pack and I’m loving it so far. The cover stuff is by far the best on the asset store, and I’ve tried them all, including building my own from tutorials. My only pet peeve is that I guess the animations or some other value is making my custom model look…wonky. The mid-section is stretched upward and is elongated, while the head is down below the shoulders. Is that an animation thing, or is something else driving the stretching of the model?
The yaw is interpolating with too much range of motion,
I fixed the rotation problem using a combination of things, it is complicated but I am too lazy to make a vid:
Go into the aim offsets for each ai weapon and set max yaw to -90, 90 and delete the extra anims and set appropriately…
Go into tps ai character blueprint and search for float “ai aim yaw”
There should be 3 or so cases when it is being set: add an “finterp to” node, set interpspeed to 10, and pipe it into the “ai aim yaw” value instead of it just setting itself. Then in “look at player update” function, remove the part where it says something like “check if yaw is close” toward end of function. Also delete the “reset aim pitch yaw” near beginning of function - if false branch…
You will then also have to tweak some other functions, like in “combat movement” etc, dealing with ai orienting rotation to movement and some other things…nothing major,
There are probably a few more things but i forgot sorry…if u need more help i can make a tutorial hopefully if i have time…
Sorry about the low voice volume, hope it is understandable at least lol. This should fix the issue you were having somewhat, there are more settings that can be changed/added…
I wonder if there would be easy to add new enemies, those are great, but i consider to add also some bosses, like robots that shoot and behave as boss or like those current enemies. Like adding some kind of this enemy/boss to my project: Animated Death Robot Pack in Characters - UE Marketplace
If you want to add bosses with different logic then default one like a robot mech, you would have to add it by yourself.
Today I’ve made a tutorial how add zombie enemy with melee attacks logic for Third Person Shooter Kit. It also can be used in Side Scroller Shooter Kit.
Also I would like to let you know that Third Person Shooter Kit is now on Spring Sale with 20% off!
does anyone know how to adjust the bullet landing position in synch with the circle crosshair(reticle) for the shotgun? I aim the circle at the wall and he shoots the floor. all the other weapons are good , its just the shotgun. I lowered the min and max angle spreads to make it tighter.seems like shotgun aims from the hip while other weapons aim from eye height.cant find a way to adjust just the shotgun crosshair position or have shotgun aim from eye height.
I wanted to ask, and I apologize if this is a dumb question, but what exactly in the bullet trace damages the ai? I’m trying to set up normal objects being able to do damage if thrown and I’m not sure what exactly does the damage. The 3 nodes of damage/point damage/radial damage at the start seem to be for DENT objects. Basically what would be simplest way to allow damage on overlap of something that isn’t a bullet?
Yes. It should be upraded to 4.19 by the end of this week. It looks like everything works when migrating from 4.18
Yes
Execute function “AI Recieved Damage” for AI or call dispatcher “Player get damage” for player. Easiest way is to add damage component (Blueprint’/Game/ThirdPersonKit/Blueprints/BP_Damage_Component.BP_Damage_Component’). You can check how it is done there. It’s used in various traps, for example in Blueprint’/Game/ThirdPersonKit/Blueprints/BP_Trap_Electric.BP_Trap_Electric’