I have the tag set i haven’t changed any of your blueprints ive just done what you’ve been saying to do. Can you make a video or something of making a level from scratch with the kit maybe you will run into the same issues.
I’m out of town for a couple of days & hence can’t make a tutorial right away. I will post something this coming week. Meanwhile based on debugging the problem seems to be the second branch node. Could you try manually printing out the actor tags before the second branch. If that works out fine, just check the the input value for the ‘Actor has tag’ node. There is most likely some mismatch happening there. If they’re both the same, then try using the ‘Get Display Name’ node to print out the actor name just to make sure that there is no other invisible collision volume.
Oh and btw I might be wrong here and can’t check the editor now, but I think those are the component tags. So just check if you can find another section under the actor details for Actor Tags.
That was the problem i was using the wrong tags. Now they work but, the guardians do not spawn it just goes on cooldown.
Nevermind fixed it with a editor restart. Everything seems to be fine now!.
For the Future anyone who makes a new level needs to do these things.
1.Lower Kill Z bp
2.Make sure the custom collisions are the same as the “SM_Foundation Mesh”. ( and the Object Type set to “FoundationMesh”
3. Make a “Tag” for GlobalAbilityTarget. (Not a Component Tag)
Glad to hear that it’s fixed. And thanks for adding the procedure information. I will link it to the FAQ section tomorrow.
Also now that I think about it, there might be a way to automate parts of the process, so that it’s not as confusing to new users. If it works out, I will publish it as part of the next update.
no problem let me know if it works out
Hey Firezown, a new minor update has been submitted to the Marketplace & should be available for download over the coming days.
When the Global Abilities were introduced as an update to the toolkit, I hesitated from using blueprint actors for the floor meshes as I was worried about potential performance overhead that it might have over using normal actors. But since it actually doesn’t make much of a difference [see link: https://www.reddit.com/r/unrealengine/comments/4ijmht/question_blueprint_vs_static_mesh_performance/], all the path meshes have been converted into blueprint actors. The actor tag based design which was probably not very intuitive to new users, has been replaced with an interface based implementation which cuts down the process to just placing this new blueprint actor on the level.
The v1.6.1 update has gone live on the Unreal Engine Marketplace. This is minor update that primarily focuses on usability improvements & bug fixes for the 4.15 version of the product. Listed below are the modifications to the toolkit:
- The Global Ability Targeting system has been modified to be driven by an interface based implementation, thus negating the need to add custom actor tags to deployable surfaces.
- Fixed a bug introduced in the v1.6 update that disabled the stats display for AI bots.
- Replaced deprecated blueprint nodes with their newer replacements.
- Added new blueprint ‘BP_AIPath’
- Fixed a stats display bug that caused the Mining Tower to show incorrect Mining Rate values.
- The use of trace channels have been standardized with the AI perception traces now being driven through the Visibility channel, while the player interaction systems use the Camera & Global Ability Targeting channels.
Note: All modifications to the blueprints are marked with the boolean flag ‘Version1.6.1’ (& commented wherever necessary) in order to easily identify & thus facilitate smooth implementation of the same in existing projects based on the v1.6 update.
The v1.6.2 update has gone live on the Unreal Engine Marketplace. This update adds the option to use Instanced Static Meshes to display the AI paths, & is applicable to both nav mesh driven paths as well as user defined spline based paths. This feature basically provides a low cost alternative to the existing AI path display system driven by spline meshes.
Preview Screenshot:
Note: All modifications to the blueprints are marked with the boolean flag ‘Version1.6.2’ (& commented wherever necessary) in order to easily identify & thus assist in the implementation of the same in existing projects based on the v1.6 update.
Sorry just saw your post, Thanks for letting me know. Ive finally gotten time to mess around with making levels and this is going back to the spline question i posted a while ago. When you make more then 1 lane the other splines get more selection points added to them but not the main spline. Is there a way to get those points added to the main spline based on length so we can add more turns and things as the spline goes. Because how it is now its a straight spline that you can curve in the middle.I would like to make it go around mountains and things in my levels. Also idk if this is a bug but if you put the gap distance higher then around 500ish the splines on the outter sides start to deform. I need a large gap distance is how i found this (Sorry for making more trouble for you)
In case of the multiple lane system, I chose not to divide the primary spline because having more points would mean having to make sure that all of them are aligned correctly. For example, a segment of the spline which could be represented by just two points would end up getting split up into multiple points. Any change made to one of these points, would require the user to update the nearby spline points as well to maintain the course. But I’ll verify if there is a way to implement this feature within the construction script, & let you know about it.
As for the lane gap distance issue that you’ve been facing, the inner lane (at the turn) will deform at high gap distances if there is not enough space to curve around. But I wasn’t able to reproduce the issue on the outer lanes at my end. So could you provide the steps to reproduce this on a new project?
i made a new project. but now some options are missing for the spline and when i change the lane number no new lanes are added.
The multiple lane creation system has been moved from construction script to event begin play in the latest update. That’s the reason why you’re not able to see the extra lanes in the editor. They should be displayed when you start the level. I’ve also removed some of the unnecessary parameters from the previous versions, but the only change to the implementation of the multiple lanes is the use of the new variable ‘AIPath Mesh Spacing’.
The v1.6.3 update has gone live on the Unreal Engine Marketplace. This mini update replaces the depth of field post processing effects for the Loadout, Tower Selection, & Mission Summary screen backgrounds with the new UMG background blur system introduced in the v4.15 Unreal Engine update.
Hi Rohit,
First of all big thanks for creating such an amazing asset. I have purchased it last night without hesitation mainly because I saw you are doing constant updates and you are very actively supporting your products. Keep it up!
Got few questions/problems:
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Do you have maybe some sort of Quick Start guide or User Manual? I would love to have some sort of instruction instead of jumping through Blueprints and figuring them out of the blue. I know you have nicely commented them, but some sort of Index would be super helpful.
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I presume answer to no. 1 is NO for time being, in this case please tell me where can I find logic for:
a) amount of “money” the mining tower is producing on each level of upgrade
b) upgrade tree in general for other towers -
I would like to place a “global ability” of Guardians as a “skill” inside of a Tower, something like another field next to upgrade, Override etc. and spawn units from that Tower UI, could you please tell me how should I approach that? (It willbe a core feature in my game)
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Came across a problem with shooting towers. I have replaced static mesh for Machine gun tower and it worked fine, but I wanted to move the tower cannon up a bit, and after that the tower did shoot but was not hitting the enemies. Also when I have reduced the scale of a cannon to 0.3 the tower stopped shooting altogether. Please tell me if that is a bug or if I can fix those problems somehow as a connon is too big and is placed to low for my static mesh.
Thanks again, looking for your response.
Best regards,
Manu
One additional thing:
- After replacing static mesh on the towers with my asset, when I start a game by hitting PLAY it takes aprox. 3-4 seconds for the asset to “catch” full resolution, and even after that it looks not as sharp as in the “preview” window of UE4. Is it a setting on the template side or is it some global UE4 setting that I need to adjust. Apoligies if that is some basic stuff, I am a begginer with UE4.
Regards,
Hi Rohit,
I have found some answers especially for my problem 2A.
I am still strugling with the Tower shooting BUG, presume that the “cannon” is positioned in a 90 degree and when I place it too high, it cannot hit the enemy units. That is what it looks like. Would you be able to help me with that anytime soon?
Best regards,
Manu
Hi Manu,
I apologize for the delayed response. For some reason, notification mails are not sent for every instance of a new post within the thread.
Thanks for your feedback. I plan to keep adding more features through the updates well into the future. If there’s anything in particular that you want to see added to the toolkit, just let me know. If it’s feasible within the scope of the toolkit, I’ll add it to the list.
- There is no user manual for the toolkit at the moment. As you may have already seen the video preview of the toolkit, I’m extremely bad at making videos to showcase just about anything at all. As a result, I’ve created a few tutorials that go over the design behind certain sections of the toolkit. You can find a compiled list of the tutorials here:
https://forums.unrealengine.com/showthread.php?102675-Tower-Defense-Starter-Kit-Support-Thread&p=485597&viewfull=1#post485597
If there’s anything in particular that you find difficult, just let me know & I can write up a tutorial about it. As for the quick start guide, I’ll try to get something up this coming week.
- Since you already managed to figure out the answer to part a of the question, I will directly head over to part b. As you might have already seen while figuring out the solution for part a, all static tower attributes are stored separately from the actor within the Tower Data Array. The Tower actor itself only contains parameters that can change at runtime.
The Upgrade system also uses a similar approach. All modifications made to the tower during an upgrade depend on the attributes marked within the red box in the following screenshot:
The ‘Upgrade_CostModifier’ attribute determines the cost of upgrade relative to the setup cost for the tower, while the remaining attributes basically amplify existing attributes like DPS, Armor, Range, etc.
As for how the actual upgrade system works, when you click on a tower, the Tower Constructor widget displays Tower Function buttons that enable you upgrade the towers, use abilities, or sell the tower. In order to find the tower upgrade workflow, just checkout the following section within the Widget_TowerFunctionsButton blueprint:
Basically this section of code handles what happens when any of the Tower Function buttons are clicked by the player. For Tower Upgrades, it calls the ‘Upgrade Tower’ function within the BP_Tower_Parent class.
I think I understood what the problem is. The machine gun tower & the sniper tower are the two entities capable of tracking an enemy using a turret. The Machine Gun tower’s turret only rotates along the XY (yaw) plane, while the Sniper turret is free to rotate along the pitch and yaw. Since you replaced the mesh of the machine gun tower, I suppose the turret has been raised up & without being able to look up/down, it would probably end up shooting above the enemy. So you just need to make a minor alteration to make the machine gun turret similar to the sniper gun turret as shown below:
If I remember correctly, someone else has asked this question before. I suppose having this minor difference in the turret tracking systems can cause confusion, especially when customizing the tower. Thanks for pointing it out again. The machine gun turret will be modified to function similar to the sniper turret starting from the next update onwards.