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

Anything good in the update today?

Thanks

i think that is this asset any support, no answers for messages, emails etc. And not know is it bug or what as earlier mentioned unlocked level system not work in packaged version, it may depends on some settings not know. But would like to know some asnwers, or then i need refund it, unlocked level system is one thing why i bought this and not working for me

Patch sent, I’m waiting for response from Epic.

Hello Tero. Sorry for late reply. I was out of town for last few days (weekend plus 2 days) and didn’t have a way to respond.
I’m responding to all comments and questions very quickly, as you can see in history. Again, sorry for inconviance.

What was wrong with resolution?

Back to issue with saving - I will look at it today. That’s really odd because I didn’t change regarding saving for very long time and even more weird is it works fine in standalone version.
Maybe it’s something related with saving permisions. Can you tell me what did you change in package?
Since you added new levels, did you add level BP_Finish_level
and set correct level at the end? https://i.postimg.cc/y6npcHF7/image.png
Remember to name your levels same as in enum Level_01, Level_02 etc.
Here’s tutorial how to add a new level to project:
https://1drv.ms/b/s!ArQ2o4Lr9uLggVHc3Hhg_w9lcMjJ Its for side scroller but logic is the same.
I will check it and get back to you as soon as possible.

I have the update. So what did you do? Paragon chars, mixamo chars etc.

It would be helpful to know what files are added or changed in the updates, to make it easier to determine how to merge the update with our own projects that are using TPSK as a starting point.

For minor updates it will be faster and simpler to merge the changes into our existing projects. For more complex updates, it might be best to merge our changes into the updated TPSK project.

Yeah, that’s good idea. I wrote down which files I’ve changed (from what I remember) but in next patch I will try to make more detailed list.
But bare in mind that I can’t update just few files, I have to send whole project to Epic, even if there is a change in one file.

Current update is for UE 4.19-4.21

Change log:

Bugfixes:

  • animation poses for covers for Paragon characters
  • fix for shotgun bullet orientation
    Added:
  • AI - new attributes:
  • disabled stealth kill
  • no reaction to player
  • immune to player damage

Changed files:
Blueprint’/Game/ThirdPersonKit/Blueprints/BP_TPPCharacter.BP_TPPCharacter’
BehaviorTree’/Game/ThirdPersonKit/Blueprints/Human_AI/BT_Human_AI.BT_Human_AI’ (only comments)
Blueprint’/Game/ThirdPersonKit/Blueprints/Human_AI/BP_ThirdPersonShooterAI.BP_ThirdPersonShooterAI’
AimOffsetBlendSpace’/Game/ThirdPersonKit/ParagonTwinblast/Animations/AO_Crouch_right_rifle.AO_Crouch_right_rifle’
Couple animations assets for Twinblast and Wraith for cover system idle poses. Unfortunatelly I don’t remember which ones.

===============================================

Update regarding Mixamo character compatibility:

I had to cancel patch for it because I found few issues after retargeting and actually I can’t add Mixamo character in package because it’s prohibited. These things slow this process a bit.
What you actually need is to add root bone, rename joints and map them to Paragon rig. With last thing there is a way to speed proces up for UE 4.20 and up because now you can save bone mappings. But problems occured with anim BP where logic refered to specific joints which has different name then Paragon/Epic skeleton. I think I will make a tutorial, about this and skip patch with bone mappings because when bones will be named the same, it should automatically match Paragon/Mannequinn skeleton.
So stay tuned, I will test it and post a video how to implement Mixamo character, hopefully in next couple days.
Also right after that, I think I will be able to finally annouce road map for new features/improvements for Third Person Shooter Kit for this year!

Tutorial for integrating Mixamo character to Third Person Shooter Kit. Sorry it took so long

2019 Features Roadmap

This year I plan to extend Third Person Shooter Kit. I have big ambtion plan, but I don’t know how much of this I will achieve.
My goal is to make it AAA quality with ready to use advanced systems that you see in current games, like Tomb Raider, Division, Batman or Metal Gear Solid.

These are things I would like to work on and know how to do it. That list is in random order, so some feature/new assets can be sooner then later. Although I’m happy to hear your feedback about list priority!

Third Person Shooter Kit - additional features:

    • New stelth kill animations
    • New camera system - each camera state can be setup in one assets data instead of in player character BP
    • AI strangle and aiming feature
    • New roll animation
    • New climbing ladder animations
    • Different player death anim - now it’s just animation, I want to change to ragdoll and grey post process
    • Checkpoint system where AI and objects actually respawns
    • AI spawner system
    • New example player/AI meshes and demo level - taken from Epic examples which are free
    • Stealth mechanics - AI can found body and AI and go to standby state
    • Contextual jumping and climbing - run and jump from rail to hang and climb up
    • Rail hanging and shimmy movememnt with stamina bar - similar like in MGS 2
    • Animation quality pass - better animations for cover system, melee attacks and locomotion starts/stops
    • Audio quality pass - music and SFX replacement
    • Weapon system refactor - weapons as seperate blueprints so new weapons can be added easly
    • Weapon slots - main weapon 1 and 2 plus side arm, proper equping with animation, now it just appears
    • Contextual climbing - like in Division, without jumping which exists now
    • New AI archetypes using free Paragon assets (models, FX and anims)
    • Interactive objects - animations, logic and model - pulling lever etc.
    • Cover system - curved covers including 90 degrees change covers, simple cover to cover mechanic (side to side only)
    • Stealth mechanics - HUD - info on player’s HUD about AI state - alarmed, patroling, searching
    • Generic item pick up like ammo - similar like in latest Tomb Raider
    • Item boxes opened with genreic animation, like kicking or squat and pick up
    • AI - running into cover and shooting at the same time

Please add AI attacking/reacting to other character class.

Can you add a tag based system to control what actor classes the AI should react to?

So I tried to add your roll forward animation to another character which is based on the UE4 skeleton. The animation works fine , except at the end of it he snaps back to the start position awkwardly. I have read this is because of root motion , or I guess the capsule stays put and the mesh moves. Although I enabled root motion in the animation it still does the same thing. Is there anything else I can do?

** When are you going to put some of massive improvements up? Looks great. **

Hi, it’s me again and my stupid questions))) Could you show how to change the menu labels and remove unnecessary items. Thanks

Did you changed animation in montage? Check time end of montage section, because your animation might be longer for example. That’s one idea. Second this is that enabling root motion is not everything, you need to remember that animation it self has to have root motion too. You check it in animation view port be anbling “process root motion”. Check if character is changing location while rolling.

This will be ongoing thing. Some updates might be bigger then other ones. I think it might take me 6 months to do everything, or maybe even more.

It’s made in these UMG widgets:
WidgetBlueprint’/Game/ThirdPersonKit/Blueprints/User_Interface/WB_Level_select_widget.WB_Level_select_widget’
WidgetBlueprint’/Game/ThirdPersonKit/Blueprints/User_Interface/WB_Main_menu_widget.WB_Main_menu_widget’
WidgetBlueprint’/Game/ThirdPersonKit/Blueprints/User_Interface/WB_Options_widget.WB_Options_widget’

It’s doable already. Stay tuned for tutorial/more info in incoming days/week.

well yea , with process root motion , he rolls along the floor making progress along til he rolls off the edge. a red line appears where he ( root) has gone. When I make the capsule visible in game , you can see he rolls right out of the capsule , leaving it behind., Then it seems he snaps back to capsule at end of animation. So he rolls , capsule stays in place. On your character with same animation , I can see that the capsule move forward with him when he rolls., When he is in roll position , it seems the capsule even shrinks around him , then lengthens again when he positions back to stand. He pops up slightly when the capsule lengthens. I noticed that in the anim bp if I set it to " root motion from everything" , then in pie , he rolls in place , no matter whether “enable root motion " is checked or not in the animation. Just like if I set anim bp to " from montages only” then he rolls forward and out of the stationary capsule , whether " enable root motion " is checked or not in the animation.

I figure it may be something with the current project. I borrowed the roll animation from the Action RPG and it behaves exactly the same. I tried the original animation i was using in a fresh 3rd person project and even though it did not roll forward,( more to the right), the capsule did move with the character.

how come in your rolling animation the capsule moves and shrinks with the character? when I add animation like “duck” or “roll” , the capsule just stays static and don’t move or shrink? even though the mesh moves.I mean , even in the crouch animation , the capsule shrinks down into a sphere when he lowers. What kind of logic does that?

Can you send me this animation? Or if it’s from some free project, just point me to asset path and I will check it.

Capsule is shrinking during roll (and crouch and slide) so player will be able to roll under obstacle. https://youtu.be/eAsPBSaD-fY?t=359 I don’t remember function name now, but I think you can easly find it in crouching graph logic.

Well one of the animations is the roll animation from Epic’s Action RPG, which I think is free on the marketplace or maybe even the learn tab. Forgot where I got it, some I bought like the “ninja starter pack” . they all have root motion it seems , but enabling root motion in the animation and setting the default in the anim bp to any settings like " root motion for everything " , " root motion from montages only " or " ignore root motion" , or any of them don’t make any difference. Character still jumps out of the stationary capsule , then snaps back. Even if I put the “roll forward standing to stand " from the soldier set in your kit on him , it still does the same thing. Some animations , like " roundhouse kick” for example I added are not a problem because they are in place animations so it really don’t make too much difference.I am probably missing something maybe in the state machine in anim bp? I added the state there and a couple bools in the transitions that are tied in with some basic nodes in the character bp with an input to activate the animation , but in the state itself it is only the animation connected directly to the end result with nothing else.Like I say , they play fine but the capsule is the issue. Is there somewhere I need to add some additional blueprint functions to the animation , to allow the capsule to move and shrink and change with the character ? other than just adding it and setting root motion? Or settings in the character bp capsule collision , or half height or something? Some animations I import come in with a physics asset and skeletal mesh. Should they be imported this way? or without?

Also I tried creating a montage and setting up a layered blend thing in the anim graph , but I need to connect that to a " final animation pose" node , but in the anim graph the " final animation pose" node is already being used and it seems I cannot connect more than one thing into it , and I cannot seem to create another " final animation pose " node. Or copy it.