Glad to see you got it working, well done
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Third Person Shooter Kit - Cover system, Human AI, Paragon characters, QTE & new stuff is coming!
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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
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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 PostMarcin, it worked thanks a lot. I also removed the project from my Google drive. Would you put this code in 4.17?
Originally posted by karma4jake View PostI 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
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/NdUHQnC
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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,
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Originally posted by theProfessor View PostHow do I delay(10 seconds) the dissolve of an enemy?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/NdUHQnC
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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.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/NdUHQnC
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Originally posted by hamsterPL View PostPatch 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.
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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?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/NdUHQnC
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Originally posted by tero83 View PostVery 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:
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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
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Originally posted by tero83 View PostI 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
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/NdUHQnC
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