A new update has been sent to the Marketplace team with the fix for this issue. It should be available for download within a couple of days.
Thanks for bringing this issue to my attention. Let me know if you run into any further issues.
A new update has been sent to the Marketplace team with the fix for this issue. It should be available for download within a couple of days.
Thanks for bringing this issue to my attention. Let me know if you run into any further issues.
Perfect thank you !
just bought this. Will you be doing in depth video tutorials. or are the text/image based tutorials the only resource we have at our disposal? I just started playing around so its a bit early but i did manage to get a new artillery turret test mesh in.
With that said am I able to move the turret so it turns to the enemy and fire the projectile from the end of the turret I made as a custom mesh?
Also maybe I didn’t see properly how do I have a base mesh and then the actual gun turret on top of that base mesh and have that turn and fire? I did get it to work. just that it fires from the mid point of the mesh, and doesn’t turn.
Just getting my “land legs” so to speak on this tool kit. SO I appreciate the patience with my lack of understanding. :). so far it looks really in depth and pretty usable. but I just want make sure I am understanding properly. thank you.
DO you have a discord channel perhaps?
Hi, I used to have video tutorials earlier, but it is very time-consuming to remake them over and over again since I like adding new features and improvements to the toolkit over time. Hence the reason why the tutorials are mostly text/image based since they allow editing in the future plus its easier for me to share additional information about the steps involved in that format.
But as the toolkit has gotten more features, I understand that it might be a handful when starting out. I’m glad to help if you have any doubts about its working. I’m sending you my discord handle through private message.
yeah i was thinking about that. makes sense since a blogspot is more dynamic and easier to update than a video. just a nitpick more than anything. but so far I am liking it though i might get a friend to help on blueprinting but this will be a good excuse to get into blueprinting more.
It’s pretty sad that this didn’t get an update for more than 1 year.
I already posted in here on December 2023 and i’m regulary checking if an update arrived. The author is busy with working on different things, which is not an issue for sure.
It may also be likely that not many people bought this Starter Kit, therefore it might not be “worth” to continue on updates.
Anyway, i would really like to hear if anything is planned at all or if feature updates will just not happen anymore(saying again, no judge here at all).
And honestly i would not hesitate to pay the triple amount for this project if it would have some more features included
Yes of course, i could implement and change whatever i want but since i am looking for a Starter Kit, i would enjoy one that has a bit more “key” features, even though that this one is already the most advanced one on the market, afaik.
Hey, it’s good to know that you’re interested in further updates for the toolkit. I’ve been busy for most of the last year handling multiple freelance projects and barely had any time to work on any of these toolkits on a consistent level. Starting a few times, but then abandoned due to more pressing work.
As much as I enjoy working on these products and see them as something to continuously improve upon, the basic fact is that most of my revenue comes from freelancing since I can charge per hr the same amount that can be obtained from the sale of a copy of this toolkit. So I’ve mostly just been doing support work for my marketplace products over the last year.
Call it a new year’s hope, but I’ve restarted working on the marketplace products over the past few weeks. First starting with the smaller projects just to make sure that I can handle the extra work. I’m currently working on a major update for the fps tower defense kit before releasing it on Fab, but after that, updates for the tower defense starter kit are definitely part of the plan.
The major focus as of now is to improve the overall design of the toolkit based on things I’ve learnt over the past year. So it’ll be a relatively big update, after which I want to add smaller features like Hero selection from loadout, more unit types and abilities for both towers and enemies, and perhaps a campaign map setup like in Kingdom Rush. If you have any specific features that you want to see, you can just let me know and I’ll see if they can be added in as well.
I set up a custom tower. however It was a missile launcher and While I followed the tutorial on this, I am unable to currently add a projectile to the parent child bp for the tower. is there anyway to add a projectile class? I set a new one up fom one the premade ones you had and made a missile for it. but wanted to know how I would add it to my new missile launcher? thoughts? also glad to hear you are taking on updating the TD toolkit. it has proven very useful. though some more deeper delves into tutorials would help those to understand the toolkit better.
also wanted to add when I use a global ability it attaches to the global ability manager for some reaosn and cant click or move after that. I have to restart my game. i updated to the latest version. on 5.4.4
also got this error once the level starts.
Blueprint Runtime Error: “Accessed None trying to read property CallFunc_Array_Get_Item”. Node: Bind Event to Enemy Unit Spawned Graph: InitializeWaveManager Function: Initialize Wave Manager Blueprint: BP_WaveSpawnController
Blueprint Runtime Error: “Accessed None trying to read property CallFunc_Array_Get_Item”. Node: Initialize Spawn Point Graph: InitializeWaveManager Function: Initialize Wave Manager Blueprint: BP_WaveSpawnController
Blueprint Runtime Error: “Accessed None trying to read property CallFunc_Array_Get_Item”. Node: Retrieve Camera Bounds Coordinates Graph: GetLevelBoundsCoordinates Function: Get Level Bounds Coordinates Blueprint: BP_PlayerPawn
i also get this when trying to apply a new custom projectile to my missile launcher.
Blueprint Runtime Error: “Accessed None trying to read property CallFunc_GetNextMuzzleComponent_ReturnValue”. Node: Return Node Graph: RetrieveMuzzleInfo Function: Retrieve Muzzle Info Blueprint: BP_Tower_Parent
I like this toolkit but the documentation is a bit outdated. Or at least it doesn’t translate to one to work results as I have ran into issues with creating custom towers. I’d love to see up to date documentation along with the updates you stated you are working on. But I also get it that you need to pay your bills. But this is one the best TD toolkits on the market so far and it is a shame that using this toolkit is as difficult as it is currently.
I got my custom missile launcher work partially, but not all the way. just trying to figure out what i am doing wrong. and its difficult given the format you have your documentation. and the fact you seem to be MIA for t he most part.
Hey, the fastest way for you to reach me for support would be to drop a mail to the support email. I don’t get notifications for the forums in my mail. So I just end up seeing this only on days I log in to the Unreal forums.
For the missile launcher tower, I’d suggest first duplicating the weapon component for a tower similar to the one you’re working on. For example, in this case, you’re just firing a projectile and you can duplicate the BPC_WeaponSystem_LinearProjectile component and modify what’s necessary to build the missile launcher tower.
In the tutorial for creating new towers (Tower Defense Starter Kit Tutorial: How to create new Towers), you can find a FireAtTarget function in step 4 where we’re spawning a projectile. In this step, try replacing the default projectile with the one you created. I believe that should work. If it doesn’t, just let me know.
Alright, so this method was added in a later version of the toolkit after the tutorial was created. It basically allows multiple firing positions to be added to a tower. Thanks for bringing this to my attention. I’m updating the tutorial to reflect these changes.
Edit: The tutorial has been updated. The new changes are all in step 2.
It seems at some point in the last year, I pushed a minor update that added support for firing multiple turrets from the same tower and forgot to update the tutorial. I apologize for the confusion in the tutorial.
For the errors you mentioned there, since I can’t see them at my end, we’ll have to go after them one by one. Did it happen after updating to 5.4.4 suddenly? Regardless, let’s start with the InitializeSpawnPoint error. Can you check if there are any spawn point actors in the SpawnPoints array when you click on the wave spawn controller actor in your level?
yes there is. BP_SpawnPoint1 and also 2.
is there anyway you can contact me via discord. I rememebr talking to you. if you are available it would be easier that way and more efficient use of both our time.
Sure, but I’m rarely active on discord since I prefer being logged out of everything during work. So if you can’t reach me there normally or don’t get replies there, I’d first suggest dropping a mail or posting here. That way, I’ll know that there’s something important to check on discord.