I think Add Movement Input only works on pawns that have a movement component or inherit from a class that does.
Can you try adding a Floating Pawn Movement component to the pawn?
I think Add Movement Input only works on pawns that have a movement component or inherit from a class that does.
Can you try adding a Floating Pawn Movement component to the pawn?
Huzzah! I thank thee for curing my square brain.
Hi @El-Grajo,
Thank you for the feedback, that’s great that you’ve got your handgun working.
Those are some really good suggestions, I should be able to include some of them in the next update. 1,3 & 6 will be my priority but I will look at the others as well
I will be releasing a 4.26 version of the kit this week - this will be the same as the current 4.25 version but I will then continue with updating the pack with new features and release an updated version early next month that supports both 4.25 & 4.26 (I recommend using 4.25 for now as a lot of users have reported crashes with 4.26 on Oculus Quest, I will post a bit more info on these issues when I release the 4.26 version)
The UE4 project files downloaded through the Epic Games Launcher supports both Oculus Quest and the other VR platforms or do you mean the test files here?
Thanks,
Adam
Being able to pull the bolt with dominant hand is a biiiig need. Pre-ammo shortage I do a bank account shattering amount of shooting, and in game by instinct I keep trying to pull it with my right hand, making me drop the gun. Bipod works great, loving the heck outta that. It’s also fun gripping left controller button and cocking the handgun by sliding my fist over it.
This is at the top of my list I’ll be releasing a 4.26 version this week then an updated/improved version for both 4.25 & 4.26 early Feb
Hi Adam,
It Is really good news to hear that you welcome some of the suggestions and planning on improving the systems, even more, I can not regret the purchase at all. Having plenty of fun until now. It is really a great thing to have this, for people like me that have almost no clue about general scripting or Blueprints…
As you advise, I will stick to 4.25 by now, thanks for the tip ;].
About the Project files, I mean, the project itself (UE4 project) the one you generated the Oculus Quest Demo from, with its project settings specific for publishing to the Quest. I do have a bit of experience with this, but it seems to me that your demo, for some reason, runs much better than when I setup myself the current project to deploy to the Quest.
Thanks for the quick feedback, looking forward to any updates!
Best
Grajo
Ahh okay, I think what’s happening is some of the settings are reverting back to default during the file submission process as I have to zip up the project.
Here are the settings I’m using for Quest, let me know if this helps:
For Quest 2 the Fixed Frame Rate needs to be 90
Packaging settings
Impressive results with those settings O_O. I get a great boost in performance. Never thought it could run so smooth, those 90 are heaven. Thanks a lot for the tip! :]
Is there any way to Remove all Debug messages ingame? I have disconnected all the Debug nodes from the blueprints but there are still a couple of them I do not find a way to get rid off. Especially the one that prints the name of the BP of my gun every time a shoot in blue letters? Could give me any tips to get rid of them?
Also, I try to replicate the behavior to spawn Enemy_character, but I do not manage to get it right. I know this is quite a UE4 noob stuff… but I will appreciate any guidance.
Best
Unchecking debug mode should help get rid of most print strings
If that doesn’t work you could always disable screen messages: (if you want screen messages back on you can use the reverse command “EnableAllScreenMessages”)
In the example level I am using trigger box events to spawn the enemies in the level blueprint and using target points to set the transform:
You can drag these into your level
Then in the level blueprint with each one selected right-click to create a reference/event
Target point reference
Trigger box event
Then you can spawn enemies with a simple setup like this
Hey Adam, Thanks a lot for the super-fast response. It has been really helpful! I hope I do not bug you too much with my noob questions.
No problem at all, I’m happy to help
Hi Adan,
I have some more questions/doubts, again :rolleyes:. I wonder if you could give me some tips about them.
I duplicate the Enemy_Character BP and modify it (like changing the mesh character/weapon models).
For some reason, it seems that the duplicated BP does lose most, if not all, of the AI behaviors (all physics, damage, life counter, dead events work fine, but they do not shoot, for example).
The idea is to have different Enemy types, equipped with different weapons, (maybe, react a little bit different), etc.
I see the AI is very elaborated and has plenty of BP work and elements. (which I could say, I understand around the 10% with my current UE4 knowledge…)
What could I do to create a new Enemy type (duplicated Enemy_Character BP) that gets to work with all your AI behaviors as Enemy_Character BP does?
Thank you !
Please can you check the animation blueprint is set to ThirdPerson_AnimBP
and the controller is set to Enemy controller
If this is set correctly but it’s still not working please can you send me a copy of your project and I’ll take a closer look
Hi Adan,
The settings seem to be correct. My project is quite heavy… I could do a “clean up” and send it to you if you are ready to help, of course. How could I send it to you? Thanks again for the support :).
Hi again,
I have tested the Enemy_character duplication in your QuickDemo map, inside the downloadable project.
Duplicated the Enemy_character BP and set in the Level BP on “SpawnActor Enemy Character” that the spawned “Class” will be this duplicated Enemy_character instead of the original one.
When I overlap with the trigger box the duplicated enemy spawns but does not shoot.
Probably there is something else I am missing… but the “problem” I have, should be easy to reproduce in your project if you would like to take a look at it.
Best!
Hi @El-Grajo I’ll follow those steps and try to reproduce the error to see what’s causing the problem
Thank you!
Hi @El-Grajo just tested it and got the same results as you. The problem was BTT_Shoot_player inside the Behavior tree (BT_Enemy):
The task is not casting to the new enemy character:
As a temporary solution you can add this to get it working:
Hi Adan, thank you for showing me the workaround! I will try it asap.
Edited: Did work nicely indeed!