Unfortunatelly you will have to setup all the particles and sound effects since we can’t share proprietary content
III. What’s next
It is up to you to maintain code changes and compiling project. To do this just right-click on .uproject file and choose “Generate Visual Studio Solution”,
then open generated .sln file in Visual Studio and click Build->Build Solution, after it finishes you can start working in editor
note: you will also need to setup aiming animation inside player anim blueprint, you can find one in UE4 Engine\Content\Tutorial\SubEditors\TutorialAssets\Character folder
This is a mixed BP/C++ game project, therefore Visual Studio is required to compile the code. The reason is that project uses C++ for implementing core game(our game, not engine) classes, and BP for glueing the rest.
Most(if not all) of this can be done purely with BP, but we choose that way because it gives us the best of two worlds.
I try to load with 4.13, as it is written in the project file, but take error in plugin TDHideableMesh, “don’t found module”, after some error when project is open, weapon is in ground (don’t fire) and animation of character don’t start, in all cases Thank you so much!
I probably did not understand how to copy the folders, the project file must be the one I created or the one in the TDcontent.zip? (I remember, one in TDContent.zip made with 4.13)
.uproject file is really simple and basically tells which engine version to use and which modules it has. You can use your .uproject, just copy the “modules” section from provided in TDContent.zip uproject file.
As for the file hierarchy, make sure you extracted ‘Content’, ‘Config’ and ‘Source’ folders to the same location as .uproject, don’t forget to generate Visual Studio solution by right-clicking .uproject file, and build the “development editor” configuration from VS.
If this doesn’t help try renaming Plugins folder to something else and regenerate Visual Studio solution & build “development editor” config again.
You may also need to copy/add TopDown_BP template ‘Content’ folder to your project (overwrite should be ok). In editor with existing project you can add this using Add asset menu(can’t remember, big green button in content browser) and choosing “Add feature pack or template” or something like that, it is the same stuff as shown when creating new projects, simply add TopDown blueprint template (it only uses meshes/animations from it)