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Third Person Shooter Kit - Cover system, Human AI, Paragon characters, QTE & new stuff is coming!

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    Glad to see you got it working, well done

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      I have a question for anyone using this kit; or for the creator of this (awesome job sir this kit is amazing).
      I have been stress testing the A.I. to see how many enemies I can get on screen at once. When the framerate dips below 60fps I noticed a strange animation or yaw glitch with the A.I. I am not sure if the problem is the "look at player update" or the "invoke yaw rotation" or anim blueprint or something else I am missing. If anyone can help with this at all I would greatly appreciate your time. I tested different sensing intervals, interp/rotation speeds, etc. I cannot fix the problem, I know having this many enemies is not real-world or practical but I am worried about this because some computers may not keep the fps above 60 and this problem will occur. Thanks anyone that can lead me in the right direction with this!

      Here is the example of it happening:
      https://www.youtube.com/watch?v=bSOY...ature=youtu.be

      Comment


        Compatibility with UE 4.17 is now live.

        Changelog:

        - Cover system - small timing fixes for animations
        - Global blueprint functions - reconstructed functions due engine bug (UE-48464) related with WorldContextObject. Reported in this question: https://answers.unrealengine.com/que...t-is-null.html
        - Known issue - https://issues.unrealengine.com/issue/UE-47948 - should be fixed in 4.17.2


        Originally posted by theProfessor View Post
        Marcin, it worked thanks a lot. I also removed the project from my Google drive. Would you put this code in 4.17?
        I've already send files for 4.17 they are live by now.

        Originally posted by karma4jake View Post
        I have a question for anyone using this kit; or for the creator of this (awesome job sir this kit is amazing).
        I have been stress testing the A.I. to see how many enemies I can get on screen at once. When the framerate dips below 60fps I noticed a strange animation or yaw glitch with the A.I. I am not sure if the problem is the "look at player update" or the "invoke yaw rotation" or anim blueprint or something else I am missing. If anyone can help with this at all I would greatly appreciate your time. I tested different sensing intervals, interp/rotation speeds, etc. I cannot fix the problem, I know having this many enemies is not real-world or practical but I am worried about this because some computers may not keep the fps above 60 and this problem will occur. Thanks anyone that can lead me in the right direction with this!

        Here is the example of it happening:
        https://www.youtube.com/watch?v=bSOY...ature=youtu.be
        Hard to say what is it. I see on video only AI has rotation problem. You can try disable enemy at start, and enable when player approach certain
        trigger/moment in the level. I made demo level this way.
        It looks like he is keep adjusting upperbody rotation towards player.
        Is it happen everytime? Can you reproduce it on clean project?
        Game frameworks on Unreal Marketplace:

        Third Person Shooter Kit - February 2017 Community Pick! - https://www.unrealengine.com/marketp...on-shooter-kit

        Side Scroller Shooter Kit - https://www.unrealengine.com/marketp...er-shooter-kit

        Support Discord channel: https://discord.gg/6rgv5Tj

        Comment


          I figured out above problem; it was the a.i. resetting its yaw as it had 135 degress to work with in each direction. I just disabled upper-body rotation and edited anim blueprint to only 90 degrees instead. I guess the animation updates aren't fast enough when the fps dips below a certain point. Having just the a.i. invoke its yaw rotation to player always instead fixes any problems with that if anyone runs into the same issue. It still looks good and pretty engaging for an enemy.

          With 6700k gtx 970 30+ enemies on screen max settings is easily doable with a few small parameter tweaks.
          Thanks again for all of your hard work btw,

          Comment


            How do I delay(10 seconds) the dissolve of an enemy?

            Comment


              Originally posted by theProfessor View Post
              How do I delay(10 seconds) the dissolve of an enemy?
              Look into BP_ThirdPersonShooterAI - Event Graph > AI Gets Damage Logic > Human AI's Death Logic
              Game frameworks on Unreal Marketplace:

              Third Person Shooter Kit - February 2017 Community Pick! - https://www.unrealengine.com/marketp...on-shooter-kit

              Side Scroller Shooter Kit - https://www.unrealengine.com/marketp...er-shooter-kit

              Support Discord channel: https://discord.gg/6rgv5Tj

              Comment


                hamsterPL, notice I see an update. Did you get the DENT mod in the update?

                Comment


                  Patch 01 is now live. Changelog:

                  - Cover system - notifies timing - there was a chance that player will stuck in cover

                  - Stealth kill - weapon laser is now hidden during stealth kill along with weapon. Before player only seen laser.

                  - Panel button blueprint - when compiling any blueprint with this BP, engine spawned another instance of panel button. It was caused by enhanced feature for child actor components. I had to reselect class for that component to fix it.


                  Originally posted by theProfessor View Post
                  hamsterPL, notice I see an update. Did you get the DENT mod in the update?
                  No. DENT is seperate package. I can't add someones work and sell as mine. Changelog for patch is above.
                  Game frameworks on Unreal Marketplace:

                  Third Person Shooter Kit - February 2017 Community Pick! - https://www.unrealengine.com/marketp...on-shooter-kit

                  Side Scroller Shooter Kit - https://www.unrealengine.com/marketp...er-shooter-kit

                  Support Discord channel: https://discord.gg/6rgv5Tj

                  Comment


                    Originally posted by hamsterPL View Post
                    Patch 01 is now live. Changelog:

                    - Cover system - notifies timing - there was a chance that player will stuck in cover

                    - Stealth kill - weapon laser is now hidden during stealth kill along with weapon. Before player only seen laser.

                    - Panel button blueprint - when compiling any blueprint with this BP, engine spawned another instance of panel button. It was caused by enhanced feature for child actor components. I had to reselect class for that component to fix it.




                    No. DENT is seperate package. I can't add someones work and sell as mine. Changelog for patch is above.
                    I am confused. You did the change to BP_Bullet Trace?? I added it to your 3dp and it works great. It makes DENT in 3dp shooter work. Am I wrong?

                    Comment


                      Originally posted by theProfessor View Post

                      I am confused. You did the change to BP_Bullet Trace?? I added it to your 3dp and it works great. It makes DENT in 3dp shooter work. Am I wrong?
                      You are right. In this update I didn't change anything related with bullet trace logic. I've send this update before testing DENT integration. Since I made a walkthrough about it and it's just 3 nodes, I don't think it's worth seperate patch now.
                      Game frameworks on Unreal Marketplace:

                      Third Person Shooter Kit - February 2017 Community Pick! - https://www.unrealengine.com/marketp...on-shooter-kit

                      Side Scroller Shooter Kit - https://www.unrealengine.com/marketp...er-shooter-kit

                      Support Discord channel: https://discord.gg/6rgv5Tj

                      Comment


                        Very good package, but one question i don't get my new added levels locked. I have added level code to finish level blueprint, variables to player_struct and also level select widget. Here are 3 screenshots:

                        Comment


                          Originally posted by tero83 View Post
                          Very good package, but one question i don't get my new added levels locked. I have added level code to finish level blueprint, variables to player_struct and also level select widget. Here are 3 screenshots:
                          Same problem continuing
                          Last edited by tero83; 09-23-2017, 05:12 AM. Reason: problem appeared again

                          Comment


                            I hope and believe that someone has solution that level locking problem, probably something in my code, but now everything else works it transfers to next levels and i have played all levels completed. but only still in level select unlocks those 5 first levels not mine own. i have added variables to player_sturct, finish level blueprint is there some else where need to add variables

                            Comment


                              Originally posted by tero83 View Post
                              I hope and believe that someone has solution that level locking problem, probably something in my code, but now everything else works it transfers to next levels and i have played all levels completed. but only still in level select unlocks those 5 first levels not mine own. i have added variables to player_sturct, finish level blueprint is there some else where need to add variables
                              Here's tutorial how to add a new level to project:

                              https://1drv.ms/b/s!ArQ2o4Lr9uLggVHc3Hhg_w9lcMjJ

                              This is from side scroller but should also works with third person. There problem probably is from variables naming in struct. Some info is in features level in last section:

                              To finish level with "finish menu" use "BP_Finish_level". Remember to set proper level name in "Additional settings/current level". To add/remove levels from list, edit enum "E_Level_list". Names on the list should be same as level map, so buttons in finish level menu could work correctly.
                              Game frameworks on Unreal Marketplace:

                              Third Person Shooter Kit - February 2017 Community Pick! - https://www.unrealengine.com/marketp...on-shooter-kit

                              Side Scroller Shooter Kit - https://www.unrealengine.com/marketp...er-shooter-kit

                              Support Discord channel: https://discord.gg/6rgv5Tj

                              Comment


                                Thanks for quick reply. problem was that was missing those stuff in update level button macros section those new levels

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