How about using a Mixamo char and just have it idle. Does not have to be one of your enemies I would just like to kill and have it die. A video would be OK. Thanks.
I seen a video tut on doing crunch somewhere , adding his arm hit damage and stuff. it wasnât with third person kit but it probably similar as I think it was done with third person template.
**, I have trying to package some of my projects from the Kit. None of them will compile. I tried some of the your maps and none of them will compile.
error log
Script Msg: Attempted to access index 1 from array âRoomNamesâ of length 1 in â/Game/ThirdPersonKit/Blueprints/DemoRoom/BP_DemoRoom.BP_DemoRoom_Câ!
UATHelper: Packaging (Windows (32-bit)): LogInit: Display: LogScript: Warning: Script Msg: Attempted to access index 2 from array âRoomNamesâ of length 2 in â/Game/ThirdPersonKit/Blueprints/DemoRoom/BP_DemoRoom.BP_DemoRoom_Câ!
UATHelper: Packaging (Windows (32-bit)): LogInit: Display:
UATHelper: Packaging (Windows (32-bit)): LogInit: Display: Failure - 1 error(s), 15 warning(s)
UATHelper: Packaging (Windows (32-bit)): LogInit: Display:
UATHelper: Packaging (Windows (32-bit)):
UATHelper: Packaging (Windows (32-bit)): Execution of commandlet took: 82.93 seconds
UATHelper: Packaging (Windows (32-bit)): Took 90.7163671s to run UE4Editor-Cmd.exe, ExitCode=1
UATHelper: Packaging (Windows (32-bit)): ERROR: Cook failed.
UATHelper: Packaging (Windows (32-bit)): (see C:\Users\Ralph Thomas\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.21\Log.txt for full exception trace)
UATHelper: Packaging (Windows (32-bit)): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
UATHelper: Packaging (Windows (32-bit)): BUILD FAILED
PackagingResults: Error: Unknown Cook Failure
Have you tried to package anything?**
Well to do this you just need to replace skeletal mesh in AI BP I guess.
Yes. Make sure your path to project is not too long. Move your project folder directly to C drive for example.
Please paste actual error or errors if they are different then âfile path is too longâ. What you paste is warning (from Epic BP) and result.
Epic would not let package to be released if it wouldnât be able to package.
Same error. I e-mail log to you. Trying your level 5. It just failed.
I found the log file. It was on your level 5. Just sent it to you.
Ok itâs not level error or any related error with my kit. It says:
LogNavigation: Error: [/Script/Engine.RecastNavMesh] found in the DefaultEngine.ini file. This class has been moved. Please rename that section to [/Script/NavigationSystem.RecastNavMesh]
Iâm assuming since 4.21 for example class has different name or something.
How did you convert your project? Did you just open it in newer/older engine version?
Does it happen on clean project? For example on UE 4.21 you download project and package it.
Last resort would be to just make this rename in DefaultEngine.ini as it saysâŚ
So if I look at a weapon trace and want to change where the bullets land in relation to aiming . where do I make the change? in the mannequin?
Iâm not sure exacly what you meanâŚbut if you want to change starting rotation of trace you can rotate or change location of muzzle flash socket.
Well i brought the shotgun bullets together into one hit location , though when he shoots , it shoots off to the side , i want to center it so it hits where the crosshair is.
So I think you need to change a spread. Look into âShotgun General Settingsâ for spread min and max.
Check this screen shot:
yea thatâs what I did , changed the spread to very small like the pistol or assault rifle, though when I shoot those it hits pretty much in center of crosshair. shotgun shoots off the the side of crosshair. I think i changed it here once , under the SK_Mannequin / AO_Mannequin_Shotgun , but it seems to revert back at some point.
Donât change anything in aim offset. Itâs only for animation of upperbody. Remebmer you can also play with aiming pose per weapon - https://youtu.be/lNaaZ5eXX6k
wow thatâs really cool . but how can I tell when its aiming (or shooting into) the center of the crosshair? just move it some and test?
** could you do a short tutorial on creating an enemy that would be just in an idle mode. An innocent by stander. Thanks. **
Ok so iâm a bit lost, how do you get your blueprint node connections in motion like that , like in your video? when I select the effector shotgun aiming node , the arrow gizmo pops up at his feet but does nothing. If I make any changes in that node in the fields it doesnât change aiming at all.
Just set AI 0 ammo, disable infinite ammo and in random right mode set probablity to 0 for movement and going to cover.
Select a node like on video, in viewport you will see 2 controllers. You can select each of them (by selecting of them first) to tweak a pose.
Something must have changed , maybe because I change character. Selecting any of those nodes doesnât activate the connecting node lines and only throws that gizmo at the character feet and doesnât do anything.