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    [RELEASED] [SUPPORT] RPG User Interface Kit

    Support Thread for the RPG User Interface Kit
    A High Fantasy RPG User Interface Core Framework

    Marketplace URL: https://unrealengine.com/marketplace...-interface-kit

    Please post suggestions or support requests here and I shall endeavour to respond within 24 hours.

    Thank you,
    James

    Updates

    The text below was edited on 25th December 2019.

    Version History
    • 21-Nov-2019 - Initial release (version 1.0 released for UE 4.23.1 only).
    • 20-Dec-2019 - Released version 1.1 for UE 4.22.3, UE 4.23.1 and UE 4.24.1. These are currently being reviewed by Epic Games. The new User Guide is here. See the What's New section of the User Guide for details of the changes.
    • 25-Dec-2019 - Added How Tos Q12 and Q13 to the v1.0 User Guide

    Currently working on for next release due Q1 2020
    1. Save game system
    2. Combat system
    3. Gamepad controls
    Last edited by Moore Game Dev; 12-25-2019, 01:49 PM.
    Artstation: https://www.artstation.com/jamesmoore
    Sketchfab: https://sketchfab.com/James.Moore

    #2
    Kia ora

    This is the blueprint for my TP-FP character, I think (sorry can't remember now) a lot of the code on the right is from you other project (Bottom right) the top right I think is toggle firts, third person
    the issue I have mostly is when I try copy this stuff accross to another charater I get variables allready in use erors and I don't know how to get thos variables for the code to use. I can right click and remake ot updat the debug and cameraToggled BUT adding the FP_Cramera it adds a 1 on the end.

    The "Zoom in and Out" and the code over on the right is added to the Quang character, I removed the VR code because it errors in your project and I won't be using it anyway. I'm just not sure what to copy where

    Click image for larger version

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    Comment


      #3
      I notice that adding you other project to this one there no player interface to use so the Medieval Village does not work, shame they don't work together
      Last edited by Kiwi-Hawk; 12-11-2019, 04:48 AM.

      Comment


        #4
        Kia ora Kiwi-hawk,

        I recommend that you start off with my RPG User Interface Kit. i.e. Go to your Vault in the Epic Games Launcher and locate the RPG User Interface Kit asset then click Create Project button underneath the words RPG User Interface Kit.

        Then modify the BP_RPGUIKit_FirstPersonCharacter class to have the desired skeletal mesh and additional functionality such as zoom out/in controls to achieve your desired third person functionality.

        You will need to at least add a Spring Arm and another Camera to the Components section to achieve this. I recommend that you open up a sample project containing the Third Person Character template and examine its Spring Arm and Camera component settings and how the mouse is handled within the Blueprint Event Graph. You will also need to add nodes that allow you to switch between the 2 cameras. Do you need help with figuring out how to do all that?

        To add interaction with the doors, shutters, chests and candles from the Medieval Buildings Volume 1 you need go to your Vault and add the Medieval Buildings Volume 1 asset to your project that you just created. Then do the following:
        1. Drag in the BP_Inn_A into your world. It may take 30 seconds to finish loading it once you let go of the mouse button. Click image for larger version  Name:	kiaora3.JPG Views:	0 Size:	443.3 KB ID:	1697187
        2. Open the /MedievalBuildings01/FirstPersonBP/Blueprints/FirstPersonCharacter class
        3. In the Event Graph select and copy the following nodes :Click image for larger version  Name:	kiaora5.JPG Views:	0 Size:	249.7 KB ID:	1697184
        4. Open the /RPGUIKit/Blueprints/BP_RPGUIKit_FirstPersonCharacter and paste those nodes into the Event Graph near the top here: Click image for larger version  Name:	kiaora6.JPG Views:	0 Size:	206.1 KB ID:	1697185
        5. Join the Process Other Interaction node to the LineTraceByChannel node that you just pasted in: Click image for larger version  Name:	kiaora7.JPG Views:	0 Size:	238.2 KB ID:	1697186
        6. Now you can Compile, Play and see that you can now open the door. Click image for larger version  Name:	kiaora8.JPG Views:	0 Size:	234.0 KB ID:	1697188
        Last edited by Moore Game Dev; 12-11-2019, 04:29 PM.
        Artstation: https://www.artstation.com/jamesmoore
        Sketchfab: https://sketchfab.com/James.Moore

        Comment


          #5
          Thank you for that tutorial mate

          The trick for me I think at this point is getting the Quang female skeleton and animations to work under your controller so she's not running like a bloke.
          I've taken this

          Click image for larger version

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          And this

          Click image for larger version

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          And pasted them both here

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          Hoping I got this much right and just need to get the character working

          Comment


            #6
            Looking good mate. Were those Toggle First/Third Person nodes copied from the Quang character blueprint?

            By the way I recommend that you select large groups of nodes like these and then right click them and select Collapse to Function to tidy it all up into a single node.
            Last edited by Moore Game Dev; 12-12-2019, 08:45 PM.
            Artstation: https://www.artstation.com/jamesmoore
            Sketchfab: https://sketchfab.com/James.Moore

            Comment


              #7
              Yes had a use help me by writing the toggle code I could had to my Quang charater that was copied in along with that code from the Medieval Village
              spose I best drop this in there too?

              Click image for larger version

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              If I want the Zoom feature

              I wonder if having a character like this by default would not make this a lot more attractive to you clients (dreams are free lol)
              Jus need to figuer out how to retarget the Quang Female to the FPS character so she use's her own animations now

              Comment


                #8
                Could you post a larger version of the image please? Thanks!
                Artstation: https://www.artstation.com/jamesmoore
                Sketchfab: https://sketchfab.com/James.Moore

                Comment


                  #9
                  This better

                  Click image for larger version

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                  Comment


                    #10
                    I got the character in and working, I can toggle between First and third person I can use the traderand run round all over in Firt person BUT thrid person the mouse locks up and tthe log fills with this:

                    Click image for larger version

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                    The only thing I added aprt from the code from your other asset is:

                    Click image for larger version

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                    This is whats in my Quang character

                    Click image for larger version

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                    Comment


                      #11
                      It is saying that the Player Controller variable inside BP_RPG_Character contains no value (null). I dont recognise those nodes. Are you using my blueprints or quangs? You can tell by looking at your Game mode setting in World Settings. You need to use my Player controller and First person blueprints not quang's unless you want to spend a few weeks in blueprint hell
                      Last edited by Moore Game Dev; 12-13-2019, 05:26 AM.
                      Artstation: https://www.artstation.com/jamesmoore
                      Sketchfab: https://sketchfab.com/James.Moore

                      Comment


                        #12
                        First personGameMod and a BP_RPG_charater which is a duplicate of your firstperson character. I copied the section of that last picture which is Quang's blueprint edited
                        into your blueprint here, (I expanded and moved the sections I added so you can see what has be placed into my game blueprint which is made from a duplicate of your bluprint

                        Click image for larger version

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                        Comment


                          #13
                          Im not sure a copy of my class will work as i think there are Cast to RPGUIKit_FirstPersonCharacter nodes in some places which is casting to a specific class. A child class might work though and I think is probably better because when I update the package it will be less of a pain for you to integrate the new version into your existing projects without redoing a lot of work.

                          I also noticed you omitted which player controller your project is using. Please supply a screenshot of your Maps and Modes area in Project Settings and the Game Mode area of your World Settings (which can override the Maps and Modes settings).
                          Artstation: https://www.artstation.com/jamesmoore
                          Sketchfab: https://sketchfab.com/James.Moore

                          Comment


                            #14
                            This what yor looking for?

                            Click image for larger version

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                            Comment


                              #15
                              Looks ok but as previously mentioned, I recommend that you do not use a copy of the BP_RPGUIKit_FirstPersonCharacter and modify it, and change the skeletal mesh etc. I recommend that you use a child class of BP_RPGUIKit_FirstPersonCharacter instead. So by this I mean, right-click BP_RPGUIKit_FirstPersonCharacter and select Create Child Class. Then go to World Settings and set the Default Pawn Class to that child class you just created then add all the new nodes into its Event Graph, adding in any input events there you need like the Interact event and the Mouse Wheel Up and Mouse Wheel Down. If you do this, and you result in having the same events in the parent class and the child class, then what will happen, when you press play and trigger those events, is that the events in the parent class will fire followed by the events in the child class. It should basically therefore work as expected.
                              Last edited by Moore Game Dev; 12-13-2019, 06:59 PM.
                              Artstation: https://www.artstation.com/jamesmoore
                              Sketchfab: https://sketchfab.com/James.Moore

                              Comment

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