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Side Scroller Shooter Kit - Cover system, Human AI, QTE System & much more!

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  • replied
    @hamsterPL
    Is there any way to make "better" and with better aiming I mean much easier aiming?
    Because for my demo the most important feedback I'm getting is that players keep saying "Aiming is too difficult especially with the gamepad"

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  • replied
    Side Scroller Shooter Kit is now compatible with version 4.20 of Unreal Engine.

    Leave a comment:


  • replied
    Originally posted by Rogaldorne View Post
    Trying to integrate this with the synty studio packs but i'm having some problems with the guns. I tried to fix it by moving the sockets but it doesnt reflect on the character. I am aware that synty studio is not using the default ue4 mannequin but they do work by re-targeting so i think this could be fixed as i already tested it on other packs.
    I think I've already responded via PM:

    I don't know Synty studio skeleton. Did you check this tutorial? https://www.youtube.com/watch?v=xy9aLbZLdeA
    Weapons are probably missing because they are attached to proper socket (AssaultRifleSocket, PistolSocket etc.) and Synty studio skeleton don't have it. Look how manequinn skeleton is done and try to copy his setup.

    Leave a comment:


  • replied
    Trying to integrate this with the synty studio packs but i'm having some problems with the guns. I tried to fix it by moving the sockets but it doesnt reflect on the character. I am aware that synty studio is not using the default ue4 mannequin but they do work by re-targeting so i think this could be fixed as i already tested it on other packs.

    Leave a comment:


  • replied
    Hi there, I just purchased this pack and i want to integrate it to the synty studio pack. I am aware that synty studio is not using the default manequin but everything went well with targeting to humanoid except for the guns. How do i fix this?I tried to fix it by moving the sockets but they dont seem to reflect on the character.

    Leave a comment:


  • replied
    Originally posted by hamsterPL View Post
    Side Scroller Shotter Kit now have a 50% discount during summer sale!
    https://www.unrealengine.com/marketp...er-shooter-kit

    Click image for larger version Name:	Side-Scroller-Shooter-Kit--ikona-do-sale.jpg Views:	1 Size:	84.4 KB ID:	1485381
    Dammit, I only just saw the post saying it was on sale! I've been waiting to buy it for months but cant afford it as I'm unemployed

    Got to wait for the next sale I guess, please do post on here when it's on sale again as I will buy it straight away!

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  • replied
    'Hi there, i need your help... i bought this kit, but i just want to use the ledge climb blueprint on my own project, could you help me please?

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  • replied
    Side Scroller Shotter Kit now have a 50% discount during summer sale!
    https://www.unrealengine.com/marketp...er-shooter-kit

    Click image for larger version  Name:	Side-Scroller-Shooter-Kit--ikona-do-sale.jpg Views:	1 Size:	84.4 KB ID:	1485381

    Leave a comment:


  • replied
    Originally posted by RTE1984 View Post

    I'm trying to use this werewolf from the marketplace. https://www.unrealengine.com/marketp...mated-werewolf
    What logs are saying? Where you able to narrow down the problem?

    Leave a comment:


  • replied
    Originally posted by hamsterPL View Post

    Yeah, ABP_Mannequin is for player and ABP_Mannequin_AI is for AI. It should not crash though. How different is your skeleton then engine one ?
    I think I will make some tutorial about it when I'll find some free time...
    I'm trying to use this werewolf from the marketplace. https://www.unrealengine.com/marketp...mated-werewolf

    Leave a comment:


  • replied
    Originally posted by RTE1984 View Post

    I've tried to duplicate and retarget the animBP's with a non-compatible skeleton, meaning not an epic skeleton and the editor crashes every time. I know it shouldn't do this because in Unreal's side scroller template I've duplicated and retargeted that just fine with the non-compatible skeleton.

    Plus, I'm not sure which animBP I should be going for, I assume the ABP_Mannequin and not the ABP_Mannequin_AI because I want it to be the player.
    Yeah, ABP_Mannequin is for player and ABP_Mannequin_AI is for AI. It should not crash though. How different is your skeleton then engine one ?
    I think I will make some tutorial about it when I'll find some free time...

    Leave a comment:


  • replied
    Originally posted by hamsterPL View Post

    I'm sorry to hear that. Did it happen once or always? Can send me repro steps and crash log to side.scroller.shooter@outlook.com? Thanks. This way I will more likely know what's the issue there.





    You would have to retarget animations to your skeleton, create animation BP for it (I believe you can also make retarget for it) and then replace references for your new animation blueprint from your skeleton.
    I've tried to duplicate and retarget the animBP's with a non-compatible skeleton, meaning not an epic skeleton and the editor crashes every time. I know it shouldn't do this because in Unreal's side scroller template I've duplicated and retargeted that just fine with the non-compatible skeleton.

    Plus, I'm not sure which animBP I should be going for, I assume the ABP_Mannequin and not the ABP_Mannequin_AI because I want it to be the player.

    Leave a comment:


  • replied
    Originally posted by RobAllsopp View Post


    I am having the same issue, but I am using the same skeleton as the UE4 Skeleton (bone names are the same)
    I even tried reskinning and checking the bone rotations to only getting the same results

    Assign Skeleton leaves my mesh and deformed twisted, but bone are in the location and play well.

    Retargeting Causes my animations play well but Break the blueprints even after Reconnecting all the ABP Variables and cast to Cover Works, but ladders, elevators don't work and climbing a ledge cause the player to have no collision and float in the air.

    any idea how I can get this working
    Maybe it's lack of physical asset. Did you create and assign one to your skeletal mesh?
    Originally posted by RTE1984 View Post
    Got a general question that could apply to anything on the marketplace(forgive my ignorance).

    When this kit gets updated, would I be able to update my current WIP project without the update overwriting my progress?
    I have no idea. As you said, that's general marketplace distrubution problem. Update should consist only changed files and there should be some merge tool I think, but it's up to Epic to make such a tool.

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  • replied
    Got a general question that could apply to anything on the marketplace(forgive my ignorance).

    When this kit gets updated, would I be able to update my current WIP project without the update overwriting my progress?

    Leave a comment:


  • replied
    Originally posted by hamsterPL View Post

    I've responded to you via e-mail.

    I am having the same issue, but I am using the same skeleton as the UE4 Skeleton (bone names are the same)
    I even tried reskinning and checking the bone rotations to only getting the same results

    Assign Skeleton leaves my mesh and deformed twisted, but bone are in the location and play well.

    Retargeting Causes my animations play well but Break the blueprints even after Reconnecting all the ABP Variables and cast to Cover Works, but ladders, elevators don't work and climbing a ledge cause the player to have no collision and float in the air.

    any idea how I can get this working

    Leave a comment:

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