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

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    November 2018 patch is now live.

    Patch changelog:

    - rework for animation system to much more easily import new skeletal meshes - now anim instance is inherit from main parent class which
    can be used to meshes with different skeletons
    - strafing mode
    - Paragon example characters - Twinblast and Wraith
    - weapon holster mode
    - bugs


    Fianally after 24 hours of uploading tutorial how to add Paragon characters, or any other mannequin based character is live:

    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 Great work. Once the new Paragon char is setup in the kit I put it into one the enemies.

      Comment


        Originally posted by theProfessor View Post
        hamsterPL Great work. Once the new Paragon char is setup in the kit I put it into one the enemies.
        Thank you! To use Paragon character as an enemy, just retarget anim blueprint for AI and setup montages like on the video. Then make a child BP from AI character blueprint, replace skeletal mesh, montages, anim blueprint reference and you are good to go!

        New video - fetaures level with Paragon character - Wraith:

        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

          Thank you! To use Paragon character as an enemy, just retarget anim blueprint for AI and setup montages like on the video. Then make a child BP from AI character blueprint, replace skeletal mesh, montages, anim blueprint reference and you are good to go!

          New video - fetaures level with Paragon character - Wraith:

          I did get Chase to kind of work. It took me 5 hours. Couldn't make her an enemy. Both of the ones you did work great. Could you do Crunch? Your tutorial is a little hard to follow. I'll pay if you want. Thanks. Does the Mixamo re-target work?

          Comment


            Originally posted by theProfessor View Post

            Could you do Crunch?
            I don't think it would work very well because he has very big arms, so holding gun could look awkward.


            Originally posted by theProfessor View Post

            Does the Mixamo re-target work?
            I didn't test characters from Mixamo, but it should work since the process is the same.


            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

              I don't think it would work very well because he has very big arms, so holding gun could look awkward.




              I didn't test characters from Mixamo, but it should work since the process is the same.

              How about using a Mixamo char and just have it idle. Does not have to be one of your enemies I would just like to kill and have it die. A video would be OK. Thanks.

              Comment


                I seen a video tut on doing crunch somewhere , adding his arm hit damage and stuff. it wasn't with third person kit but it probably similar as I think it was done with third person template.

                Comment


                  hamsterPL, I have trying to package some of my projects from the Kit. None of them will compile. I tried some of the your maps and none of them will compile.

                  error log
                  Script Msg: Attempted to access index 1 from array 'RoomNames' of length 1 in '/Game/ThirdPersonKit/Blueprints/DemoRoom/BP_DemoRoom.BP_DemoRoom_C'!
                  UATHelper: Packaging (Windows (32-bit)): LogInit: Display: LogScript: Warning: Script Msg: Attempted to access index 2 from array 'RoomNames' of length 2 in '/Game/ThirdPersonKit/Blueprints/DemoRoom/BP_DemoRoom.BP_DemoRoom_C'!
                  UATHelper: Packaging (Windows (32-bit)): LogInit: Display:
                  UATHelper: Packaging (Windows (32-bit)): LogInit: Display: Failure - 1 error(s), 15 warning(s)
                  UATHelper: Packaging (Windows (32-bit)): LogInit: Display:
                  UATHelper: Packaging (Windows (32-bit)):
                  UATHelper: Packaging (Windows (32-bit)): Execution of commandlet took: 82.93 seconds
                  UATHelper: Packaging (Windows (32-bit)): Took 90.7163671s to run UE4Editor-Cmd.exe, ExitCode=1
                  UATHelper: Packaging (Windows (32-bit)): ERROR: Cook failed.
                  UATHelper: Packaging (Windows (32-bit)): (see C:\Users\Ralph Thomas\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.21\Log.txt for full exception trace)
                  UATHelper: Packaging (Windows (32-bit)): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
                  UATHelper: Packaging (Windows (32-bit)): BUILD FAILED
                  PackagingResults: Error: Unknown Cook Failure

                  Have you tried to package anything?

                  Comment


                    Originally posted by theProfessor View Post

                    How about using a Mixamo char and just have it idle. Does not have to be one of your enemies I would just like to kill and have it die. A video would be OK. Thanks.
                    Well to do this you just need to replace skeletal mesh in AI BP I guess.


                    Originally posted by theProfessor View Post
                    hamsterPL, I have trying to package some of my projects from the Kit. None of them will compile. I tried some of the your maps and none of them will compile.

                    error log
                    Script Msg: Attempted to access index 1 from array 'RoomNames' of length 1 in '/Game/ThirdPersonKit/Blueprints/DemoRoom/BP_DemoRoom.BP_DemoRoom_C'!
                    UATHelper: Packaging (Windows (32-bit)): LogInit: Display: LogScript: Warning: Script Msg: Attempted to access index 2 from array 'RoomNames' of length 2 in '/Game/ThirdPersonKit/Blueprints/DemoRoom/BP_DemoRoom.BP_DemoRoom_C'!
                    UATHelper: Packaging (Windows (32-bit)): LogInit: Display:
                    UATHelper: Packaging (Windows (32-bit)): LogInit: Display: Failure - 1 error(s), 15 warning(s)
                    UATHelper: Packaging (Windows (32-bit)): LogInit: Display:
                    UATHelper: Packaging (Windows (32-bit)):
                    UATHelper: Packaging (Windows (32-bit)): Execution of commandlet took: 82.93 seconds
                    UATHelper: Packaging (Windows (32-bit)): Took 90.7163671s to run UE4Editor-Cmd.exe, ExitCode=1
                    UATHelper: Packaging (Windows (32-bit)): ERROR: Cook failed.
                    UATHelper: Packaging (Windows (32-bit)): (see C:\Users\Ralph Thomas\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.21\Log.txt for full exception trace)
                    UATHelper: Packaging (Windows (32-bit)): AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
                    UATHelper: Packaging (Windows (32-bit)): BUILD FAILED
                    PackagingResults: Error: Unknown Cook Failure

                    Have you tried to package anything?
                    Yes. Make sure your path to project is not too long. Move your project folder directly to C drive for example.
                    Please paste actual error or errors if they are different then "file path is too long". What you paste is warning (from Epic BP) and result.
                    Epic would not let package to be released if it wouldn't be able to package.
                    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

                      Well to do this you just need to replace skeletal mesh in AI BP I guess.




                      Yes. Make sure your path to project is not too long. Move your project folder directly to C drive for example.
                      Please paste actual error or errors if they are different then "file path is too long". What you paste is warning (from Epic BP) and result.
                      Epic would not let package to be released if it wouldn't be able to package.
                      Same error. I e-mail log to you. Trying your level 5. It just failed.

                      Comment


                        Originally posted by theProfessor View Post

                        Same error. I e-mail log to you. Trying your level 5. It just failed.
                        I found the log file. It was on your level 5. Just sent it to you.

                        Comment


                          Originally posted by theProfessor View Post

                          I found the log file. It was on your level 5. Just sent it to you.
                          Ok it's not level error or any related error with my kit. It says:
                          LogNavigation: Error: [/Script/Engine.RecastNavMesh] found in the DefaultEngine.ini file. This class has been moved. Please rename that section to [/Script/NavigationSystem.RecastNavMesh]

                          I'm assuming since 4.21 for example class has different name or something.
                          How did you convert your project? Did you just open it in newer/older engine version?
                          Does it happen on clean project? For example on UE 4.21 you download project and package it.
                          Last resort would be to just make this rename in DefaultEngine.ini as it says...
                          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


                            So if I look at a weapon trace and want to change where the bullets land in relation to aiming . where do I make the change? in the mannequin?

                            Comment


                              Originally posted by razmaz51 View Post
                              So if I look at a weapon trace and want to change where the bullets land in relation to aiming . where do I make the change? in the mannequin?
                              I'm not sure exacly what you mean...but if you want to change starting rotation of trace you can rotate or change location of muzzle flash socket.
                              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


                                Well i brought the shotgun bullets together into one hit location , though when he shoots , it shoots off to the side , i want to center it so it hits where the crosshair is.

                                Comment

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