The Turret Kit allows you to have Plug N’ Play AI turrets to react to the environment and players.
The Turrets are fully dynamic and modular and contains 30+ variables for you to edit and alter to change the behavior of the turret. 2 Different turret meshes are included and easily changeable to your own.
List of features:
Over 30 different variables to edit to alter the behavior of the turrets
Custom laser color
Custom laser length
Custom laser size
Team setup(Turrets listen to teams, perfect for multiplayer!)
Multiplayer compatible
2 Hit types(Line trace and bullet simulation)
Idle rotation fully procedural
Full control over particles, meshes and sounds to suit the turrets to your needs
Full bullet control(Speed, range, spread, gravity,…)
Includes homing projectiles
Allows for impact fx/sound
Turrets are damageable and breakable
Ability to toggle turret on/off Engine versions 4.13 and up:
Checks if player is dead or not by simpel Boolean
Can be placed sideways!
Rockets are in fact already supported. The Kit has a Homing missile component, all you need is to add a rocket mesh/fx and maybe change the turret’s mesh to your own and it’s done
As for the minigum, this actually is in fact also supported, just not with the mesh but you can make it shoot really fast.
Meshes might come, but not soon at all as those meshes are more scenario-based rather than the kit-based.
As for 4.10, sadly Unreal Engine can’t convert 4.11 files to 4.10.
If there is enough requests we can consider re-coding in 4.10 to allow that version support.
Good news! We’ve started downgrading this asset to support lower versions. Since downgrading involves re-coding it we cannot give an ETA as to when it would be done. We’re working on it hard and will try to push it out as fast as we can.
I like this very much so far. Only would be nice if the turret would calculate proper shoot angle when the bullet have gravity. Also the bullet dont play emitter if not hitting target type but thats easy to tweak myself. Maybe the shoot angle is easy to add too.
Thanks for the bugreport for the emitter issue, We’re fixing this now and going to push the update later.
If you want to fix it yourself, in Bullet(BP) there’s a Comment box “To All clients”, the node in there also has to be connected to the previous false from “Does implement interface”.
Can you also elaborate a bit more on the shot angle as i’m unsure what you mean?
Turret shoots directly at target, but if there is gravity then the bullet may drop before reaching the target. With gravity, turret should shoot bit over the target to eliminate the drop effect. Making the turret to shoot slow grenades is good example.
So what you would like is the distance and location of the target to predict a curve to hit the player? If that’s not what you mean i might be understanding you wrong.
Exactly, including the height difference between turret and target location.
Edit: Found the equation:
Edit: Got it working with this math expression:
(((power(v, 2)) - (power(((power(v, 4)) - (g * ((g * (power(x, 2))) + ((2 * y) * (power(v, 2)))))), 0.500000))) / (g * x))
After that also taking atan(degree) from the result. Small demo, still will make the turret also rotate.