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

Yeah, tried that in Blender (as well as importing it with 50 upscale in Unreal Editor, then exporting that upscaled moder and reimporting it), but the animations wouldn’t work that way either. Really odd.

I guess I’ll just put the one that works into a prison cell or something in the game, instead of being the player character. :stuck_out_tongue:

Anyway, thanks again!

Thank you! Could send me repro steps on side.scroller.shooter@outlook.com so I can try to reproduce and fix it?

Hey @hamsterPL

How are you? all OK?

When I started with UDK there was a feature capable of creating a third person camera in the style of the Gears of Wars game simulating head bobbing using matinee and camera shake. As shown in this YouTube video: https://youtu.be/q7M9eQeJvWw .This really should look great.
I’ve added this feature once to the third person template connected with the sprinting event. And it sounded really cool… And I honestly think it would look great with your third person shooter kit. What do you think about?

Hi hamsterPL, I’m having an issue with cover that I imagine I’ve caused myself but can’t seem to troubleshoot. Right now when the player is in regular crouch cover after they perform a front aim or peak aim and return to the crouched cover idle state they can no longer move, shoot, enter aiming mode or leave that cover. They can still swap weapons. Do you have a suggestion on where I should begin looking to resolve this?

This issue does not occur in standing cover.

Hard to say what’s wrong. What did you changed? I’m guessing you could delete some anim notify from animation, so logic won’t trigger. If you find repro steps, please send them here side.scroller.shooter@outlook.com

There is camera shake for sprinting already. You can see it here https://youtu.be/dwmSmcjqhxw?t=17s Look for camera shake BP in assets. You can tweak it there.

Can it make the player have a gun on one hand and powers on the other hand, like Dishonored or Bioshock?

I saw it in the video! It`s really a very cool effect. And you thought about everything. I think I look a little silly giving suggestions about things that already exist in the kit.

And about the possibility of ai enemies switching weapons during the game (Secondary weapons, two, three or more different weapon types). Is this possible? Taking into account factors such as weapon power, human player distance and ammo remaining. I want it @hamsterPL!

I think so. You need to change binding for aiming - insted of aiming “cast a power” logic for example.

As for weapon power, distance and so on, you would have to add this logic, but as for just switching weapon, you can just copy logic from player.

Great Kit worth the money for all the tools you get and can learn from.

Thank you!

Just bought it :smiley: and my first question is, how do I open your project in UE4 4.16?

Compatibility with UE 4.16 is done. Just need to be approved by Epic, which probably happen in few days.

Changelog for UE 4.16:

  • Small rework of applying option for fullscreen/windowed mode to fix a bug

Hello,

I am trying to combine the enemy from your pack with my character from Character Interaction pack. When I place an enemy in the game i get this error:
“TPP Character AI - can’t get player character”.

I understand that the enemy is searching for the default Third Person Kit character (player).

Is there any way to modify the blueprint so that it is searching for my player (it has the player tag). I tried modifying it, but i cannot seem to do it.
I would appreciate the help.

Thanks in advance,
Vlad

Hello,

I am trying to combine the enemy from your pack with my character from Character Interaction pack. When I place an enemy in the game i get this error:
“TPP Character AI - can’t get player character”.

I understand that the enemy is searching for the default Third Person Kit character (player).

Is there any way to modify the blueprint so that it is searching for my player (it has the player tag). I tried modifying it, but i cannot seem to do it.
I would appreciate the help.

Thanks in advance,
Vlad

I’ve responded via e-mail.

Update to UE 4.16 is now live.

Hi, thank you for this great pack.

Is there any way to make the player at the beginning he does not have any weapons then he can pick it up individually instead of having them from the beginning of the game so the player have to search for weapons ?
thank you

Hi,

Is there any way to make the player has to pick up the weapons ? so at the beginning he won’t have any weapons so he have to search for it and pick it up ??

Thank you

Well you would have to script it. Add a state for each weapon - have/have not. Based on this hide weapon meshes and unhide whenever you want. You can find logic for that in weapon change graph. I made a simple walkthrough for unarmed state which might help you https://youtu.be/6RveqARxe1Y

well, I’m so beginner on blueprint and I don’t know how to do it could you do a tutorial about that ? it is not just hiding the weapon it it about taking it also from the ground and showing the weapon’s icon either on top of it when the player see it on the ground, that’s going to be so insane for this pack it is going to be like Metal Gear Soled serious.

Thank you very much again :slight_smile: