Third Person Shooter Kit - Cover system, Human AI, Paragon characters, QTE & new stuff is coming!

You add new variable to struct type variable - https://docs.unrealengine.com/en-us/Engine/Blueprints/UserGuide/Variables/Structs
Then you use “save game” function (from blueprints library) where you can make struct and give there your value. You do the same for loading. Saving game is pretty simple in UE 4 - https://docs.unrealengine.com/en-us/Gameplay/SaveGame/Blueprints

When I say level end I mean level end BP, which is a volume at the end of every level.

Not quite sure - do you mean something like in aiming mode? Which is strafing mode. So you already have this in aiming mode. Move away a camera to test if this is what you need.

thanks for help , I understand how to add a variable to a struct , but what kind of variable should I add?i mean , can I call it “trap deactivated” and make it a Boolean or something?I see in the electric trap bp where it deactivates the trap,but see no option for a variable to save after it is deactivated.

Not quite sure - do you mean something like in aiming mode? Which is strafing mode. So you already have this in aiming mode. Move away a camera to test if this is what you need.

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No aiming. Standing Idle. Simply moving mouse left or right results in torso only moving 360 degrees while the legs remain stationary.

this is the latest variable i used trying to save the disabled traps. the owned keys works for saving keys in another level , but I tried all the variables below that on the left , but nothing works. should this work?

I created the “trap deactivated” Boolean, but I noticed it doesn’t work. if I uncheck the default box in your “start trap activated " Boolean . when I play, the trap will not be active , means yours is working. if I check my default box on “trap deactivated” Boolean I created, the trap is still activated.so checked or unchecked the trap is still activated with my Boolean.so its not working.but even if I use the same setup above with your “start trap activated” variable it still don’t work.i’ve never done this type of stuff before so I don’t know how to do what you said earlier.i can add a variable to the S_progress _struct , but I don’t know what type of variable or what I would name it even. and I don’t know what you mean by get the” save game " function and make a struct and get a value from there.

No aiming. Standing Idle. Simply moving mouse left or right results in torso only moving 360 degrees while the legs remain stationary.
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I know, but this of movement I use when player is aiming right? Can you move back aiming camera and check if it is what you need?

You add boolean variable type to struct - https://s18.postimg.cc/jw204bnzt/image.png

On begin play you use “Load players progress” and based on struct value, you simulate trap deactivation (simulating button press) that’s fastest way to do this. On level finished event from BP_Finish_Level (blueprint which you have to place on level) you save game - https://s18.postimg.cc/9ai4s7f2h/image.png

I hope this script will help you

yea I been using “open level bp” instead of “finish level bp”.because I been using this menu system, which has manual save and load , auto save , etc…so I can save in the middle of a level. and say if 3 out of 5 traps are disabled, then I can quit and load later and those 3 out of 5 traps will still be disabled.

Thats why in the previous posts above i am using the onsavegamesave and onsavegameload setup shown there. Thats the system used by the save and menu system i am using now.and using finish level bp don’t work , because I want to be able to manual save during the level.--------- that link you posted above to the pic with the nodes simulating the button push successful, is that added into the character bp or the electric trap bp?--------and on the target pin of “ButtonPushedSuccessfulEvent”, where do you get that BP_Trap_Electric_wall node?---------Also does the boolean need to be named “Trap01Active”? in the level i have six traps and they show up in the details/outliner as BP_Trap_Electric_Wall1, BP_Trap_Electric_Wall2, and so on up to 6.--------------------------------------------------------------------------------------------------------------------------------tried some things as you shown in your links , got these errors in the editor but I could not get that BP_Trap_Electric_wall node mentioned just above?------ So I just created a variable for it, not sure if that is right thing to do.---------------also I named the trap variable " BP_Trap_Electric_Wall6Active" , because trap number 6 is the one I been testing with and that’s the way its named in the details/outliner.>>>Blueprint Runtime Error: Accessed None trying to read property BP_Trap_Electric_Wall from function: ‘ExecuteUbergraph_BP_Trap_Electric_Wall’ from node: Button Pushed Successful Event in graph: EventGraph in object: BP_Trap_Electric_Wall with description: Accessed None trying to read property BP_Trap_Electric_Wall-------------------------------------------------------------------------------------------------------------------------------------------------------this is setup in the trap bp and the struct variable named.yellow circle is node mentioned above.

I created a video to show you what the issue is.

i’ll delete the pics soon so they don’t clog up the thread. so these two blue circled nodes I cannot figure out how to get correctly.right now without those nodes , if the trap active (orange circle) is unchecked , the trap starts deactivated in level play. again i put these nodes in the trap bp.

I get it now. Ok so you want to just have “turn in place” feature. I made code for it. Hook this up for timer for example. What is does is checking control rotation (camera) is in same direction sa capsule (leg in this case) within 10 degress error tolerance. If not, it rotates smoothly capsule, which means is lower body.

Maybe strafing is better what you need? As I wrote before, it is used in aiming mode. To see it in BP_TPPCharacter, select component " Aiming Mode Right Helper Cam " and move it back, then in game start to aim. Charcater will use strafing blendspace (BS_Running)

If you want to lock upper body, you can also do that. I’m explaining it in video https://www.youtube.com/watch?v=5RJtLmMIm4M

These nodes (selected with blue) are reference from level bluerpint. These are actors on level and this script is done in level blueprint.

@hampsterPL Thanks so much. I will implement this tomorrow morning!

I clearly don’t know what I’m doing. I can not find the CheckLowerBodyAngle Event or the CorrectLowerBody Timeline.

" I clearly don’t know what I’m doing " ----same thing i was thinking about me.--------------well I set things up just like you show it in level bp. but it don’t do anything for saving or loading the trap state.what am I supposed to try to save? the variable I added to the progress struct?the variable ( BP_Trap_Electric_Wall6Active ) somehow affects the trap, if I check its default box in the trap bp, the trap no longer works, it wont disable anymore. and even though “use once” is checked , he can repeatedly push the button.(well it was , now it doesn’t seem to make a difference where default value box is checked or not. it always works normally now).-------------------the button simulation setup we just did, what is it supposed to do? allow that variable to be saved by any save system with the traps deactivated?Like the onsavegsmesave and onsavegameload setup shown in the pics above? or is it tied in with level finish bp? hence the “bind event to level finished reached”.i mean , it shouldn’t be that hard to save a trap after its deactivated.

I thought that UE4 was lacking a “find in project” feature as I am new to the IDE, but I just found this: Blueprint Search | Unreal Engine Documentation. I think it will help.

It’s not it the project. I’ve just showed you how to do it :slight_smile:

I’ve made a tutorial which I hope will answer all your questions.

awesome , let me check it out.

wow , thanks for doing the tutorial. it works , there was a heck of a lot more in the setup than is in that pic you linked before. i would never have figured that all out with as little as i know. only difference is i have 6 traps on my level. so i guess i will add all 6 traps in the player progress struct. and connect them.i guess that’s whet I would do correct?other thing is , once its saved disabled, it stays that way. how can I reset the trap again ? (for testing or new game or whatever). when I delete the player progress save from the project folder it resets., is that only way?

so I tried to connect more than one trap in the progress struct to branch in level blueprint, but it only allows one connection at a time. how can I connect all 6 traps?i mean , I have 6 traps on the "break progress struct , they are red pins), they would go to the condition pin on the branch, but it only allows 1 connection at a time.can I connect all the traps to the branch?so how to get all the yellow circled pins , into the blue circled pin.

i tried this for multi traps , adding on to your setup in Level bp. not sure if I have to copy everything for each trap or another way .