Ok , I haven’t tried selecting him on the level and changing clip size yet. I will try. The stopping movement thing , I haven’t noticed on the human AI , just with the demon AI that I added. maybe because human AI has more movement and is shooting back , demon AI attacks only with melee.I will look at your workaround , thanks. -----------------------------------------------------------------------------------One thing is I am still using 4.19 , since I have plugins and such that are a big struggle to update to 4.20.
Oh yea , unpinning that node makes a big difference. he don’t stop now, and even one demon can be dangerous as they are fast, I may have to slow their movement a little now. I haven’t tried it with the human AI , I will tomorrow as it time to rest for work. thanks
yea when you click on the TPP character in the level and set the clip size , it works.
Did you ever figure out that issue with the bp_elevators? Where it duplicates panel buttons?Also when I set an elevator and move the up panel where the elevator will end , at some point it moves itself back by the elevator.
I didn’t figure out the issue. I don’t occur anymore. Try to compile panel button BP and elevator BP maybe, make a copy of a project or maybe as last resort is engine reinstalation.
How do you move panel button? There is exposed variable for that - up panel actor transform. You can select purple rectangle to move it using gizmo.
yea I select the purple thing and move it using the gizmo
I’ve put it on level and it seems to work fine. Are you using it the same as I on video? Did you add something to panel button BP ?
No I didn’t add anything to button bp or elevator bp. I pretty much use it that way , but if elevator goes up to next level then the up button panel will be put on the level above. Sometimes the elevator is set to move horizontally straight out , in which case the button panel will be where the elevator ends.I cannot yet go to 4.20 or higher because of some plugins or assets that don’t do well in that version. or are just a huge pain to migrate to that version.
Hard to say for me what’s wrong. Can you reproduce it on clean project and give me repro steps? Thanks
Latest update regarding incoming patch - Twinblast from Paragon as a player, strafing and turning improvememnts
Will the patch have a Paragon enemy?
Yes, here’s a video:
Also Third Person Shooter Kit is now compatible with version 4.21 of Unreal Engine.
Is the patch on unreal`s site?
, do a video on the video and use a mic. OBS. Be explicit if possible. Thanks.
question - I am using a different save system now except for your trap state saving (which is done on the level blueprint). is there a pin or some pins I can disconnect to disable your save system (progress save), without breaking anything else? If so , where? thanks
Update regarding patch and Paragon characters:
Sorry it took so long, but finally I’ve send update to marketplace, and I hope it will be online this week. I had to upload 3 times because I just found some last minute bugs to fix.
What’s new:
- Animation system rework - now you can easily add new skeletal meshes. For example for Paragon character with humanoid skeleton is like 2 minutes. No logic change is required. It works both for player and AI.
- Strafing - as dozen of people asked about, I’ve added option to enable strafing movement for non aiming running. Before strafing was enabled only in aiming. Now strafing is enabled by default.
- New example characters from Paragon - Twinblast (now it is default mesh) and Wraith. When patch will be online I will upload video how to add new meshes from Paragon.
- Bugfixing - fixed (among other things) reported issue regarding AI upperbody “jumpy” turning when playing on low FPS.
Other news - my packs are on sale!
Third Person Shooter Kit store site: https://www.unrealengine.com/marketp…on-shooter-kit
Side Scroller Shooter Kit store site: https://www.unrealengine.com/marketp…er-shooter-kit
Demo level with Twinblast (coming in patch)
Thank you for feedback. On this video I had nothing to say, I wanted just show my progress on working Paragon character as AI.
I think quickest would be just delete variables from struct ‘ThirdPersonKit/Blueprints/S_Player_Progress_Struct.S_Player_Progress_Struct’
I think in some ways i am still using the struct, as i have lot of stuff in it, like even for the trap state saving. Or am i actually using the other struct and it is tied in with the S_Player_Progress_Struct?So the S_Player_Progress_Struct is not needed?Whats happening is in my other save menus it is popping up an “error” named save slot. Does your save system have an auto save that enacts on its own ? A progress save? ——————————————Great job on your update so far!
I didn’t make any autosave - progress is save at the end of level. Use the same structs - what I meant was to delete variables inside struct, not struct itself.
I have 98 variables in the struct now.The reason I ask is if I delete all save files and then play a couple of seconds , and not save at all , these files pop up in the save game folder, then the error save slot pops up.
maybe they from the menu starter kit save system.
Players_progress and options are from shooter kit. What error you are getting?