the menu starter kit has a message built into its save game system , " unsupported save game type" , that’s the error I get. then one or two of the save game slots are filled up and say “error”. though everything seems to work fine otherwise, I can still manual save in different slots and load normally. Don’t make sense why those saves would just pop up though in just a short bit of level play and not even attempt to save a game. Though the menu starter kit does have a sort of auto save and can save options also. otherwise closest save asset it has is bp_Game Progress , which looks like it would be the top one there. Maybe I can start a plain project with just the menu starter kit and not shooter kit and see what happens. bit of a process though so I probably wont get to it tonight.
Now that I think about it , menu starter kit is a plugin. it was recommended that I move the plugin folders into my project and out of the engine so it don’t affect other projects. it wouldn’t seem to go into my project until finally I got it in, but it would only go in under the shooter kit . So its third person kit / then menu starter kit folder is in that group of folders. Maybe its affecting it.---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ok , so I started a plain ue4 third person project and added the menu starter kit and when I save in there . there are no error slots and saves look like this.
first one I think is the menu starter kit auto save for level unlocks , and the second one is a manual save. but the others are not there.I wonder if it latched onto your save system as well somehow, that’s why I was trying to find a way to disable it. I’m now using standard open level bp’s to transition from level to level , but I have a lot of (98) variables in your progress struct that I am saving with menu starter kit system(and some like your trap saving on the level bp). also menu starter kit system puts the save and load functions into the main character when installed and activated. So those functions are on TPP character. I may have created a new hybrid! LOL -------- Like a Frankenstein
I will give some more money if you integrate the Paragon characters into the kit.
It’s already done. I’ve send update already. I’ve got response today from Epic, that rejects my update because Paragon characters, although it might be about too long file paths from these assets. I’ve fixed it and send another update. I’ve also send e-mail to Epic and ask about why it was exacly rejected. I will keep you updated.
Could I use any of the Mixamo characters or Make Human?
Yes. I’ve seen nice plugin in marketplace, where it automatically retarget from mixamo to mannequin skeleton with root motion.
Third Person Shooter Kit is still 30% off for couple days!
New combo trailer:
, could you do a tutorial on this video . thanks . Need to see how to create Paragon enemy.
I managed to put the Wrath char into an enemy. If you have time the tutorial would be good. Thanks.
Hello everyone.I´m having some troubles to do a simple thing. I want to stop hands or arms blending with the camera movement, I only need the spine to do that.I tryed to take out clavicles from blending at ABP but nothing happens.Can someone help me with that?Thanks.
Video is uploading to youtube.
I guess you want to block upperbody rotation? Use variables UpdateAimYawOnNoAiming and UpdateAimPitchOnNoAiming in player character BP. You can also play with variables HipsAimYawAngleMin and HipsAimYawAngleMax in player BP (BP_TPPCharacter)
So I am using 4.19 and my own main character in my project. I see there is an update for the kit. If I update it , will it mess anything up in my current project?
Having trouble with the animation bp for the Wrath char. Download the Wrath char to the kit first. Then if you could create the animation bp. Thanks.
** I don’t see your video on your site?**
Hard to say. It depends what you changed. Mainly in player character references to animation blueprint has changed. Also few things regarding strafe movement. Nothing very ground breaking. Make a copy of your project, update it with my patch and check what’s working and what’s not.
Well it’s still uploading.
November 2018 patch is now live.
Patch changelog:
- rework for animation system to much more easily import new skeletal meshes - now anim instance is inherit from main parent class which
can be used to meshes with different skeletons - strafing mode
- Paragon example characters - Twinblast and Wraith
- weapon holster mode
- bugs
Fianally after 24 hours of uploading tutorial how to add Paragon characters, or any other mannequin based character is live:
Thank you! To use Paragon character as an enemy, just retarget anim blueprint for AI and setup montages like on the video. Then make a child BP from AI character blueprint, replace skeletal mesh, montages, anim blueprint reference and you are good to go!
New video - fetaures level with Paragon character - Wraith:
I did get Chase to kind of work. It took me 5 hours. Couldn’t make her an enemy. Both of the ones you did work great. Could you do Crunch? Your tutorial is a little hard to follow. I’ll pay if you want. Thanks. Does the Mixamo re-target work?
I don’t think it would work very well because he has very big arms, so holding gun could look awkward.
I didn’t test characters from Mixamo, but it should work since the process is the same.