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    #16
    That seems much better, it's down to no not liking the second "Set Active" in the toggle first/third Person block and I still have the mouse locked in third person

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    Thank you very very much by the way for ALL your help. You Sir are a GEM to be sure

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      #17
      Did this wee bit of video, not sure it helps much but hey

      https://www.dropbox.com/s/75z4o8w3hr...13-27.mp4?dl=0

      It did not like the line trace in the followCamera

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      With a bit of luck theis lot might help other trying the same trick

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        #18
        Can I see a screenshot of your entire window when you have the BP_RPG_Child_Character blueprint open and on the Event Graph tab, please?
        Artstation: https://www.artstation.com/jamesmoore
        Sketchfab: https://sketchfab.com/James.Moore

        Comment


          #19
          I did this thinking it'd show more that a static picture that wa to samll to see

          https://www.dropbox.com/s/15rla3s2ce...59-12.mp4?dl=0

          I'll put a pic here too jus in case

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          Hoping you can scrub through the video to see what you need

          Forgot to ask, should I use your current "AttachToComponent" or the "MasterPoseComponebt" if I'm going to be using clothing change's at some point when I learn how
          Last edited by Kiwi-Hawk; 12-14-2019, 02:18 AM.

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            #20
            Hi mate,

            It looks like you've gone and pasted in everything from the parent classes' Event Graph into the child classes' Event Graph, is that correct? You didn't need to do that because it inherits it all. You only need to paste in whats missing.

            When you create the child class it initially looks like this:

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            Now even though the Event Graph looks pretty empty , this child class contains everything thats in the parent class. The beauty with this child class is that you can add additional functionality to it without modifying the parent making it kind of modular but you end up with a child class that contains the functionality and properties of both parent and child. In more laymans terms , unlike with human beings, in C++ and blueprint, child classes are actually a combination of the parent class+extra stuff you stick in the child class. You can act on all components that exist in the parent class from the child classes' Event Graph.

            Your error about FollowCamera being null could be because there isnt a FollowCamera component inside the Components area (shown inside the red circle within the screenshot) . I couldn't see one in your video. Did you forget to add it to the Component area of the child?

            I recommend that you spend a day going through this course before proceeding any further: https://learn.unrealengine.com/cours...19056829921045
            Last edited by Moore Game Dev; 12-14-2019, 09:46 AM.
            Artstation: https://www.artstation.com/jamesmoore
            Sketchfab: https://sketchfab.com/James.Moore

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              #21
              Thank you

              I started that course and started over with a new project start, I found trying to add the xtra's to a child, it did not seem to cary through all the data, I did how ever get it working by editing the default character (not the best method as you said) the only issue seems to be the third person camera, it's locked and has NO movment via the mouse. I can zoom in and out but thats it

              Will try do the child option over again see if I missed somit

              Comment


                #22
                Originally posted by Kiwi-Hawk View Post
                Thank you

                I started that course and started over with a new project start, I found trying to add the xtra's to a child, it did not seem to cary through all the data, I did how ever get it working by editing the default character (not the best method as you said) the only issue seems to be the third person camera, it's locked and has NO movment via the mouse. I can zoom in and out but thats it

                Will try do the child option over again see if I missed somit
                I'll document the whole procedure to add the third person controls within the user guide very soon.
                Artstation: https://www.artstation.com/jamesmoore
                Sketchfab: https://sketchfab.com/James.Moore

                Comment


                  #23
                  Thank you very much

                  Comment


                    #24
                    Hi. I had deleted the update partical blueprint inside the Niagara system and now i cant get any of the particals to spawn properly or at all. i was woundering if you had a screenshot of this blueprint.

                    Comment


                      #25
                      Originally posted by Dvdspncr334 View Post
                      Hi. I had deleted the update partical blueprint inside the Niagara system and now i cant get any of the particals to spawn properly or at all. i was woundering if you had a screenshot of this blueprint.
                      Hi there (David?).

                      Which Niagara system or emitter would you like a screenshot from? By the way , you can alternatively create a new project and then open it up to see what it all starts with.

                      Best regards,
                      James
                      Artstation: https://www.artstation.com/jamesmoore
                      Sketchfab: https://sketchfab.com/James.Moore

                      Comment


                        #26
                        Moore Game Dev - Awesome pack, just got it integrated into the Advance Locomotion Pack v4, works great.

                        You mentioned on my question on the Marketplace page that you'd implement multiplayer if I bought and requested it, so I'm just posting to request that officially. Seems like a good bit of work though and I'm in no rush.

                        One thing I do think could be improved on is moving all the kit functionality from the player controller into a helper component with an interface that can be implemented into the player controller to call its functions, so that the UI isn't tightly coupled to the player controller class, but that's a good bit of a rework.

                        Anyhow, great kit, thanks so much for releasing it!
                        Last edited by n00854180t; 02-07-2020, 09:32 PM.
                        Storyteller - An immersive VR audiobook player

                        Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

                        Comment


                          #27
                          BTW, I made a quick modification to the default style of ProgressBar so that the middle bar can fill from the center. Unfortunately the default FillFromCenter behavior cuts the bar in half in the Y axis. I had to actually copy the entire SProgressBar and UProgressBar class because of the way it's designed since it uses the SProgressBar as a member variable in the UProgressBar class, unfortunately.

                          Here's a video of it in action.

                          Storyteller - An immersive VR audiobook player

                          Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

                          Comment


                            #28
                            Originally posted by n00854180t View Post
                            BTW, I made a quick modification to the default style of ProgressBar so that the middle bar can fill from the center. Unfortunately the default FillFromCenter behavior cuts the bar in half in the Y axis. I had to actually copy the entire SProgressBar and UProgressBar class because of the way it's designed since it uses the SProgressBar as a member variable in the UProgressBar class, unfortunately.

                            Here's a video of it in action.

                            Interesting behaviour. So is this video showing your desired behaviour or would you prefer it to behave differently? I think it should behave the old way. Ya know, fill from the left end towards the right end. If you keep it like this then wouldnt it cause difficulty for the player to determine how much health is left?
                            Artstation: https://www.artstation.com/jamesmoore
                            Sketchfab: https://sketchfab.com/James.Moore

                            Comment


                              #29
                              Originally posted by n00854180t View Post
                              Moore Game Dev - Awesome pack, just got it integrated into the Advance Locomotion Pack v4, works great.

                              You mentioned on my question on the Marketplace page that you'd implement multiplayer if I bought and requested it, so I'm just posting to request that officially. Seems like a good bit of work though and I'm in no rush.

                              One thing I do think could be improved on is moving all the kit functionality from the player controller into a helper component with an interface that can be implemented into the player controller to call its functions, so that the UI isn't tightly coupled to the player controller class, but that's a good bit of a rework.

                              Anyhow, great kit, thanks so much for releasing it!
                              Sorry about the delay in responding. Yes I think it makes sense to separate the code out from PlayerController into new class. But I'm not sure whether it would help that much. Would it? Doesnt everyone use the PlayerController class?
                              Artstation: https://www.artstation.com/jamesmoore
                              Sketchfab: https://sketchfab.com/James.Moore

                              Comment


                                #30
                                Originally posted by Moore Game Dev View Post

                                Interesting behaviour. So is this video showing your desired behaviour or would you prefer it to behave differently? I think it should behave the old way. Ya know, fill from the left end towards the right end. If you keep it like this then wouldnt it cause difficulty for the player to determine how much health is left?
                                Yup this is the desired behavior how I wanted it. I like the way it looks balanced in terms of the way the left side goes from left to right, right side from right to left, and the middle fills from the center.

                                It's exactly the same way Skyrim's bars work (just rechecked to make sure) - left hand bar fills left to right, middle bar fills from center, right bar fills right to left. I will probably have to change the way the background of the bars look in order to make it a little easier to tell when it's not full, though.

                                Some people indeed don't like the way the healthbar operates in Skyrim, though, and I might make it an optional thing, but if I do I'll probably have an option to relocate the bars so they're all on one side or the other.

                                Originally posted by Moore Game Dev View Post

                                Sorry about the delay in responding. Yes I think it makes sense to separate the code out from PlayerController into new class. But I'm not sure whether it would help that much. Would it? Doesnt everyone use the PlayerController class?
                                Well some people might have a different PlayerController class. What the interface method gets you is that you don't need to have the UI classes know about a specific PlayerController class (due to the Cast node).

                                Basically in the UI widgets it would just use a generic PlayerController reference rather than a specific BP reference, and use the Interface message system to call into the Interface-implemented functions on the user's PlayerController class by passing in the general base PlayerController reference, as long as whatever class it actually is implements the interface.

                                This would essentially make the work of setting it up on a different PlayerController class a lot easier because it makes it so you don't have to go into the RPGUIKit Player Controller, copy all the variables and functions, then fix the references in each UI widget, then fix all the calls to call the new class's version.

                                All that said, as I mentioned it's not a huge deal, but for newer users it would probably find it easier to use the kit on a custom/existing PlayerController (e.g., if like in my case, they want to use it with, say, the Advanced Locomotion System) if they don't already have experience doing the sort of merging that the current setup requires, since they'd just have to instead add the interface, then hook up the interface functions to the BP component with the functionality.

                                It's also just one of the "right" ways to handle this sort of thing in OO design, so that there isn't a tight coupling between classes (in this case, the specific PlayerController class and the UI widget classes). But the ease of use is the real win. If you want some help or advice on how to set it up just let me know and we can get on Discord to discuss it.
                                Last edited by n00854180t; 02-14-2020, 09:30 PM.
                                Storyteller - An immersive VR audiobook player

                                Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

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