Announcement

Collapse
No announcement yet.

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

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    Third Person Shooter kit is now on sale with 30% off!
    https://www.unrealengine.com/marketp...on-shooter-kit

    Leave a comment:


  • replied
    hamsterPL great that fixed the problem.

    Leave a comment:


  • replied
    July 2019 Hotfix is live

    Change log:

    - Fixed random crash occuring on UE 4.22 when compiling BP_TPPCharacter.

    It was related to this assert:

    Assertion failed: ((UObject*)ContainerPtr)->IsA((UClass*)GetOuter())

    [File: D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject/UnrealType.h]

    [Line: 363] 'ABP_WraithMain_AI_C_1' is of class 'ABP_WraithMain_AI_C' however property 'Current Look Around Anim_1' belongs to class 'TRASHCLASS_ABP_TPSKit_InstanceCustomAI_251'


    Related links:

    https://answers.unrealengine.com/que...rashclass.html

    https://answers.unrealengine.com/que...ml?sort=oldest


    Affected files:

    Blueprint'/Game/ThirdPersonKit/Mannequin/Animations/ABP_TPSKit_InstanceCustomAI.ABP_TPSKit_InstanceCustomAI'

    Blueprint'/Game/ThirdPersonKit/Blueprints/BP_TPPCharacter.BP_TPPCharacter'


    New files:

    Blueprint'/Game/ThirdPersonKit/Blueprints/BPI_PlayerFunctions.BPI_PlayerFunctions'

    Patch affected versions:

    UE 4.20 and up
    Last edited by hamsterPL; 07-10-2019, 12:11 PM.

    Leave a comment:


  • replied
    I made a Discord channel for shooter kit support:

    https://discord.gg/6rgv5Tj

    Leave a comment:


  • replied
    Thanks, excellent asset and excellent support.

    Leave a comment:


  • replied
    Originally posted by polkovnika View Post
    Thanks, I added the new resolution.
    But I noticed did not change the resolution, it does not matter what resolution you choose.
    Tested it in a new clean project, I use the latest update for ue4 4.22.
    Resolution changes when you click apply button.
    Make sure that your new resolution entry has same structure like others.
    You can check in log how command has been executed.

    https://imgur.com/qFeMzvF

    https://imgur.com/8xsePNj

    Leave a comment:


  • replied
    Thanks, I added the new resolution.
    But I noticed did not change the resolution, it does not matter what resolution you choose.
    Tested it in a new clean project, I use the latest update for ue4 4.22.

    Leave a comment:


  • replied
    Originally posted by polkovnika View Post
    @hamsterPL
    Can you tell where other resolutions can be added (1440p, 4K).
    I did not see where more resolutions could be added.
    I apologize for my bad English.

    Click image for larger version

Name:	23.jpg
Views:	142
Size:	234.9 KB
ID:	1635969
    Oh man it's been a while since I made this. Few years ago 4K wasn't really popular You can add in enum - E_Options_resolutions
    If you want to add new resolution option remember to tweak also WidgetBlueprint'/Game/ThirdPersonKit/Blueprints/User_Interface/WB_Resolution_Setting_widget.WB_Resolution_Setting_widget'

    https://imgur.com/f3fgHss

    Leave a comment:


  • replied
    @hamsterPL
    Can you tell where other resolutions can be added (1440p, 4K).
    I did not see where more resolutions could be added.
    I apologize for my bad English.

    Click image for larger version

Name:	23.jpg
Views:	142
Size:	234.9 KB
ID:	1635969
    Attached Files

    Leave a comment:


  • replied
    Originally posted by hamsterPL View Post

    Well did you add BPI_Manager to BP_TPPCharacter as blueprint interface? As for camera, replace Follow Camera with ThirdPersonCamera




    As I wrote in e-mail to you:


    If you want to force ragdoll on AI's death, instead of animation, you have 2 options:
    HamsterPL thanks that worked.

    Leave a comment:


  • replied
    Originally posted by Seasis View Post

    I tried to apply it again to the default characters BP in a new project to see if I could make it work but I think there just some conflicting nodes in the blueprints that gave me an error that mentioned "Casting Failed. Check BPI_Manager".
    Click image for larger version  Name:	Capture1.PNG Views:	1 Size:	142.8 KB ID:	1633711 This error here for example was something that I wasn't sure how to fix besides getting rid of the "Follow Camera" node, I'm not sure if there would be any way to replace something like that since there are several cameras on the left side there and it seems that the default third person character that Unreal Engine comes with is more suited for this sort of blueprint. I was following the steps in this demonstration video here: https://www.youtube.com/watch?v=yh5-QuDD0kM
    Well did you add BPI_Manager to BP_TPPCharacter as blueprint interface? As for camera, replace Follow Camera with ThirdPersonCamera


    Originally posted by theProfessor View Post
    Someone try this please. Drop a cube into a level. Scale the z-dim up. Set it to the floor. Put an enemy on the top of the cube fit a nav mesh volume around the cube. Shoot it with the assaultrifle. Notice it will hing in space on or off of the cube. I would like it to fly off the cube and fall to the floor. If I shot with the shotgun it works. You may have to set the delay up to 5 seconds.
    As I wrote in e-mail to you:


    If you want to force ragdoll on AI's death, instead of animation, you have 2 options:

    Leave a comment:


  • replied
    Someone try this please. Drop a cube into a level. Scale the z-dim up. Set it to the floor. Put an enemy on the top of the cube fit a nav mesh volume around the cube. Shoot it with the assaultrifle. Notice it will hing in space on or off of the cube. I would like it to fly off the cube and fall to the floor. If I shot with the shotgun it works. You may have to set the delay up to 5 seconds.

    Leave a comment:


  • replied
    Originally posted by hamsterPL View Post

    Which character BP are you using? You need to remember to add this mission system logic on top of current logic. I'm guessing you set proper animation blueprint, bit it is looking for variales/logic which is set in player character (TPPCharacter)
    I tried to apply it again to the default characters BP in a new project to see if I could make it work but I think there just some conflicting nodes in the blueprints that gave me an error that mentioned "Casting Failed. Check BPI_Manager".
    Click image for larger version

Name:	Capture1.PNG
Views:	91
Size:	142.8 KB
ID:	1633711 This error here for example was something that I wasn't sure how to fix besides getting rid of the "Follow Camera" node, I'm not sure if there would be any way to replace something like that since there are several cameras on the left side there and it seems that the default third person character that Unreal Engine comes with is more suited for this sort of blueprint. I was following the steps in this demonstration video here: https://www.youtube.com/watch?v=yh5-QuDD0kM

    Leave a comment:


  • replied
    Originally posted by Seasis View Post
    Hi, I really like the features included in the pack thus far but I was curious if it would be possible to integrate everything included (animations, blueprints, etc) with another asset pack like this one here: https://www.unrealengine.com/marketp...ication-system.

    I followed the documentation listed in its description to add the compass and mission functions to the character in the TPS kit but it ended up not working and it made the character go into into an a-pose position when I moved around, as opposed to the normal running animation. The compass direction also did not work at all due to some problem with the movement inputs below.
    Click image for larger version

Name:	Capture.PNG
Views:	103
Size:	180.0 KB
ID:	1632393
    It was this part in particular that worked fine with the default Unreal third person character but not with the TPS kit character so I was just wondering if there is any way I could adjust it to combine the two without any errors getting in the way. Also this pack is all based around blueprints if that helps, thank you.
    Which character BP are you using? You need to remember to add this mission system logic on top of current logic. I'm guessing you set proper animation blueprint, bit it is looking for variales/logic which is set in player character (TPPCharacter)

    Leave a comment:


  • replied
    Hi, I really like the features included in the pack thus far but I was curious if it would be possible to integrate everything included (animations, blueprints, etc) with another asset pack like this one here: https://www.unrealengine.com/marketp...ication-system.

    I followed the documentation listed in its description to add the compass and mission functions to the character in the TPS kit but it ended up not working and it made the character go into into an a-pose position when I moved around, as opposed to the normal running animation. The compass direction also did not work at all due to some problem with the movement inputs below.
    Click image for larger version

Name:	Capture.PNG
Views:	103
Size:	180.0 KB
ID:	1632393
    It was this part in particular that worked fine with the default Unreal third person character but not with the TPS kit character so I was just wondering if there is any way I could adjust it to combine the two without any errors getting in the way. Also this pack is all based around blueprints if that helps, thank you.

    Leave a comment:

Working...
X