Hi again , i havent had a chance to look , so i ask , with the quicktime system and button panel,can I set it to not use a timer and just have a series of inputs to open the door? Like for example WWWAADAA, you know like a code.but not timed or prompted, just having the inputs done in a specific order? Thanks
i see that it would take some changes. I can just set the timer way up and use a different key icon texture so the correct key cannot be seen , but once he starts the hack process he is stuck there until it is opened. he cannot stop and come back. is there a way to set it up so when he starts the hack , he can back out of it and come back and just start it again.(when he knows the code)
Any possibility at adding friendly AI in the future?
To cancel QTE, you can use event āQTE failed logicā. You would have to plug it to your cancel key input.
What you need is to remake logic for āQTE - Press in orderā but instead, you would have to show all keys at the start.
I would remake good chunk of logic, it takes time. I plan to do this but not in near future.
I am thinking I can pretty much use it the way it is , iāll use a different key icon texture so they cannot see the correct key. my plan is to have the code (correct key order) somewhere , where he can see it. it would be longer than 3 keys though and timer doesnāt reset after each key is input, so I would have to set the timer longer or make it so it resets after each key input, so he would have time to input all the keys before timer runs out. or I would have to do what you mentioned above so the timer could be unlimited but he would be able to cancel out in case he needs to look at the code again or cannot get it right off. otherwise he stuck in the hack mode.
the gamepad support for this, is this for xbox controller ? PS controller? both?i figure i can use combos of up , down , right , and left on the D pad only.and if I change logic , would this have to be done in the main button panel blueprint? looks like I cannot do it in each instance(separately) I put in the level.
Hi.
I just got the kit great job!
I have a Fps/Vr Character That already have all the movement and functions i wantā¦ How I can make the AI enemy and turrets react to My character?
Thanks in advance
One thing i noticed is with QTR in order setup, both keyboard and gamepad need to have the same amount of key presses(members) for it to work correctly, example , i set 5 keys QTE order for keyboard , still opens in 3 keys if gamepad section is not also set to 5 presses. And even though they are both set to 5 (was working correctly yesterday), now today the door will still sometimes open in just 3 presses , even though it is set for 5.-------------update , I think this might just be the way my left axis stick is moving. if I am precise with it , it seems to work.
Also wondering if there is any usable logic for saving AI or other actors that are already dead? So they still dead on next game load. Do i have to have an ID for each and every actor or AI character?
I donāt how to it quickly. I think what you could is a spawner BP with AI character. When player dies, kill all spawned AIās and then spawned them when you need, for example when player is near arena.
Thank you! You would have to reparent it to BP_TPPCharacter class or probably it would be easier to copy your functionality to BP_TPPCharacter.
@ I have three questions:
I just added a sniper rifle to my game.
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When I shoot I hear the gun SFX. However when I move away from my original spawn location, for some reason the gun SFX spawn location doesnāt move with meā¦ iā¦e it is fixed to either world origin (close to my spawn point) or the spawn point itself of the character or weapon perhaps. How can I fix this? Where is that defined (the spawn location for gun firing sound)?
Edit: The sound is spawned at the Player Spawn location, not world origin. If I move the PlayerStart elsewhere it starts spawning there. Iāve done aserach for references of the SFX var for an existing weapon (Silenced Pistol) but there are only two and theyāre both in the BP_TPPCharacter and Iāve already duplicated them for the Sniper. ā> Never mind. It had something to do with the āSound Cueā from a weapons back. As soon as I use the sound SFX file for silenced pistol it is ok.
Final edit: The cue for Silenced Pistol and Dark Scifi weapons looked more or less the same. I copied the cue for the silenced pistol and simply dropped the Wave files for the sniper rifle in and that worked. Even when I removed the mono / distance feature in the Dark Scifi sniper cue it still didnāt work. All working now. -
How do I make my weapon more accurate? After 100m or so I hit maybe 1 in 20 shots with a sniper rifle. Iāve set Recoil_Scale in DT_Weapons_player to 0 and SpreadAngle_min and Max in the general settings for the sniper. The āgroupingā and ābullet dropā are an issue for me. I want it to be accurate and precise over long ranges. Please can you point me toThan the right place? ā> solved this. There was one last place called BP_TPPCharacter ā Update Weapons General Settings which I hadnāt set up. It was drawing the bullet spread vars from the defaults of the variable itself, not general settings.
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When I reload, without aiming down sights, all the other weapon meshes appear. āWeapon Changeā hide/show appear to me correctly set. The meshes are set to not visible in the player bp. Can you advise as to why the meshes would appear during the reload animation / function? ā> never mind. This was my fault since I was propagating a āSet visibilityā to all children of Mesh.
Thanks
Hi there, i just bought the pack and im trying to integrate it to the synty studio packs which doesnt use the default ue4 mannequin. I was able to retarget everything but the problem is i think the IK bones and also the weapons are not in their proper places. Any fix?
Fixed some of the weapon placements except for the aim down sight. When i aim down sight my weapons are not properly placed.
You might need to fix pose for it then if differences between skeletons are big. You can also play with retargeting options/Translation retargeting. Try to change some arm bone to be driven by animation or skeleton.
Iām pretty new to unreal engine so iām a bit lost. This occurred on one of my shooter kits and all i had to do was to disable the two bone IK. As for the re targeting everything went fine by using the humanoid rigā¦its just the weapon problem which occurs when i aim down sight. The AI looks weird thoughā¦hands are all twisted.
seems like a bug probably I would say here. after placing the double door with wall blueprint , if I go to the left side of the door I can walk right though it, right through the glass that is. same coming back , can walk right through the left side. only from the left side. Kind of defeats the point of a button panel.happens both in editor and in packaged. is there a way to fix this?
I donāt thinks so there is a bug. Iāve just placed this BP on clean project and it seems to work fine. Take a look - https://youtu.be/Z5OHd-bpwMA
Looks like it happens only during aiming so only during Two Bone IK node.
In your mesh or/and skeleton you might have hand bones rotated by default/different then in manequinn. Play with values in these nodes. When you select one, gizmo will appear in anim BP viewport so you can easly tweak it.
Node screen shot:
Yup fixed this. Iām just having an issue with the lean on left while in cover with the shotgun weapon. It fires a bit to the right and not in the crosshair. - YouTube
I donāt thinks so there is a bug. Iāve just placed this BP on clean project and it seems to work fine. Take a look - TPS kit - double door on clean project - YouTube
yea it looks good there , I wonder why its doing it on my end. let me take a closer look at it. do you think I would be able to remove just that blueprint from my project and migrate just that blueprint from your demo project into mine?--------------------------------------------------------weird , it happens on newly created āthird person shooter kitā project. I put one out on the demo level and it does it. also created a new level (just blank default) , and it does it.
I see , I had the doors to far in the ground. raised them up a bit so the bottom door rails show and he does not go through anymore. thanks------------------------------------------------------------------------------------------------------------------well I found if I jump over the bottom rails , he still goes through--------------------------------------------------------------------------------------------------------------------------------------------------------------I got it worked out ok though.