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

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  • replied
    Originally posted by TZAR_Nick View Post
    Hi!
    First of all, thanks for the amazing kit!
    I have a question for you concerning updating a project to a newer version of the engine. We're trying to upgrade our project based on the 4.16 version to a 4.18 and the simple migration resulted in numerous errors, the most common of them is:
    "Primitive Component Object Reference is not compatible with Object Reference"
    Is there any way to update a project with all the sizable changes made to the blueprints?
    Epic has changed couple things in engine since then. As far as I remeber, this error can be fixed by addin context to global functions like "get player character blueprint". You can fix it by adding "get game state" for example. Take a look - https://s14.postimg.org/5aj8y5dsx/image.png


    Today I've made a tutorial how add zombie enemy with melee attacks logic for Third Person Shooter Kit. It also can be used in Side Scroller Shooter Kit.

    Also I would like to let you know that Side Scroller Shooter Kit is now on Spring Sale with 50% off!
    ​​​​​


    Last edited by hamsterPL; 03-10-2018, 11:08 PM.

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  • replied
    Hi!
    First of all, thanks for the amazing kit!
    I have a question for you concerning updating a project to a newer version of the engine. We're trying to upgrade our project based on the 4.16 version to a 4.18 and the simple migration resulted in numerous errors, the most common of them is:
    "Primitive Component Object Reference is not compatible with Object Reference"
    Is there any way to update a project with all the sizable changes made to the blueprints?

    Leave a comment:


  • replied
    Originally posted by IisusHr View Post
    Hello!

    First of all I want to say that this kit seems really impressive! It looks like a lot of work has been put into it

    I am currently working at a multiplayer side scroller shooter in Unity, and only recently stumbled upon this kit (I wish knew about it when we started..). We are investigating a switch to Unreal for the better multiplayer support, but none of us have any experience with this engine, just a bit of toying around, so i apologize if I don't use the correct terminology or I'm not aware of basic features. I know that Unreal has some multiplayer features by default (syncing actors, game modes etc), do your actors sync over the network? If not, how hard would it be to add that (sync player transform, animations, stats, shooting, sync AIs, destructables etc)? Also, if we want to write some parts in C++, will we be able to use features implemented in blueprints?
    Thank you! I've responded via private message.

    Leave a comment:


  • replied
    Hello!

    First of all I want to say that this kit seems really impressive! It looks like a lot of work has been put into it

    I am currently working at a multiplayer side scroller shooter in Unity, and only recently stumbled upon this kit (I wish knew about it when we started..). We are investigating a switch to Unreal for the better multiplayer support, but none of us have any experience with this engine, just a bit of toying around, so i apologize if I don't use the correct terminology or I'm not aware of basic features. I know that Unreal has some multiplayer features by default (syncing actors, game modes etc), do your actors sync over the network? If not, how hard would it be to add that (sync player transform, animations, stats, shooting, sync AIs, destructables etc)? Also, if we want to write some parts in C++, will we be able to use features implemented in blueprints?

    Leave a comment:


  • replied
    Originally posted by Yaremko View Post

    Interesting! I have the exact opposite issue actually haha- basically the second character isn't moving along the axis like player 1 can, although it is animating and able to aim/fire. I should have mentioned more clearly, this is for local split-screen or same-screen multiplayer, so I don't think server/client replication logic is necessary, right? Apologies for bugging you so much, I'm somewhat of a beginner and basically bought your pack to backwards-engineer and learn more
    If its same screen multiplayer then I cant help you. It has to be done on some custom way which I have no idea about. Ive never done anything like that. :/
    Maybe this will help you https://wiki.unrealengine.com/Local_Multiplayer_Tips

    Leave a comment:


  • replied
    Originally posted by hamsterPL View Post

    I've test it today, it works but I think I know what do you mean now. Charcters are moving but animation is not replicated (other other player see that character is in idle) is that right?
    If so it means that "moving logic" is only set locally. You have to replicate that logic in order to have animations working for server and client.
    Interesting! I have the exact opposite issue actually haha- basically the second character isn't moving along the axis like player 1 can, although it is animating and able to aim/fire. I should have mentioned more clearly, this is for local split-screen or same-screen multiplayer, so I don't think server/client replication logic is necessary, right? Apologies for bugging you so much, I'm somewhat of a beginner and basically bought your pack to backwards-engineer and learn more

    Leave a comment:


  • replied
    Originally posted by Yaremko View Post

    Hmm very odd then. I tried assigning different buttons but it definitely seems tied to the blueprints, every other button mapped works properly for both players. Left/right only works for player 1 via the first controller or mouse/keyboard.
    I've test it today, it works but I think I know what do you mean now. Charcters are moving but animation is not replicated (other other player see that character is in idle) is that right?
    If so it means that "moving logic" is only set locally. You have to replicate that logic in order to have animations working for server and client.

    Leave a comment:


  • replied
    Originally posted by hamsterPL View Post

    Thank you!
    As far as I remember I didn't make any specific crazy logic for walking left/right. It's all in input binding in project settings. Maybe try assign different button for it.
    Hmm very odd then. I tried assigning different buttons but it definitely seems tied to the blueprints, every other button mapped works properly for both players. Left/right only works for player 1 via the first controller or mouse/keyboard.

    Leave a comment:


  • replied
    Originally posted by Yaremko View Post
    Just bought your kit the other night and it's great! Thank you for this!

    I would love to add local multiplayer. I managed to get a second player in the game, but the one thing that doesn't work is moving player 2's character left and right with the left stick. All of the other inputs for that player (including shooting) works for it. I'm pretty puzzled, and searching through the blueprints has been a bit overwhelming to figure out. May I please have some insight? Thanks again!
    Thank you!
    As far as I remember I didn't make any specific crazy logic for walking left/right. It's all in input binding in project settings. Maybe try assign different button for it.

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  • replied
    Just bought your kit the other night and it's great! Thank you for this!

    I would love to add local multiplayer. I managed to get a second player in the game, but the one thing that doesn't work is moving player 2's character left and right with the left stick. All of the other inputs for that player (including shooting) works for it. I'm pretty puzzled, and searching through the blueprints has been a bit overwhelming to figure out. May I please have some insight? Thanks again!

    Leave a comment:


  • replied
    Side Scroller Shooter Kit is now 50% off!

    https://www.unrealengine.com/marketp...er-shooter-kit

    Leave a comment:


  • replied
    ---------- UE 4.18 Update ----------

    I'm happy to let you know that Epic updated the package for 4.18 and now everything should fine - all files are included. If you would have any issues, let me know.

    Leave a comment:


  • replied
    Originally posted by hamsterPL View Post
    ---------- UE 4.18 Update ----------

    It looks like package is also missing config files and you guys have errors even with project file, so I uploaded them - https://1drv.ms/u/s!ArQ2o4Lr9uLgghTIhUWYEWOccaM8

    Just copy them in your config folder. This way you can work already on 4.18. If you guys still have a issues, please let me know. Version 4.18 has almost no changes. I've only enabled APEX destruction plugin, so basicly you can download for version 4.17 of Unreal and then covert it.
    Thanks - all seems to be working fine now.

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  • replied
    ---------- UE 4.18 Update ----------

    It looks like package is also missing config files and you guys have errors even with project file, so I uploaded them - https://1drv.ms/u/s!ArQ2o4Lr9uLgghTIhUWYEWOccaM8

    Just copy them in your config folder. This way you can work already on 4.18. If you guys still have a issues, please let me know. Version 4.18 has almost no changes. I've only enabled APEX destruction plugin, so basicly you can download for version 4.17 of Unreal and then covert it.

    Leave a comment:


  • replied
    Originally posted by fatmarrow View Post
    Hi, I already posted on the marketplace but figured this was a better place to post updates.

    I used this project for the first time in 4.18 and used your link to get the project file. I went via the 'create new project' option in the library.

    'Out of the box' in 4.18 none of the key bindings were defined, and only the mouse aiming worked (and only up and down in depth shooting mode, though I haven't yet figured out if that's just a setting). Subsequently, I manually defined the key bindings, and they now (mostly) work. It may be that I missed an obvious trick (I just loaded the levels individually and played them directly rather than going through any game interface - not that I've found how to do that yet) but maybe the 4.18 build isn't quite right.

    There were also some non-game breaking compile errors (e.g. in BP-bullet) which I fixed by deleting the relevant bit.

    Having played around for a while, I also find that the buttons and checkpoints aren't triggering. The player and the objects are both set to generate overlap events, but those events don't seem to get called. I don't know if something changed with collisions in 4.18 (I've seen one thread on that already) or I just have things set up wrong for some reason.

    I probably have enough working to be able to start developing my specific game, but I thought I'd flag that up in case it's of use...

    Thanks.
    Ok, seems that the trigger components are set up differently for the checkpoint blueprint at least - fix seems to be to set all collision responses of the trigger component to Overlap (some/all were set to Ignore before).

    (The collision test logic also seems a little different between e.g. checkpoint BP and the cover BP, FYI)

    Edit: regarding the Button Panel, this may or may not be the correct fix, but in the OnComponentBeginOverlap(Trigger Box) test logic, I changed the test for component = character mesh to testing component = capsule component (and likewise for EndOverlap). Again, I have no idea if this is just a 4.18 thing or if my setup is somehow borked.

    BP_Camera_change needed (I think) collision set to overlap and also the above change to the OnComponentBeginOverlap test logic (and EndOverlap etc).

    BP_Vault_trigger already had the OnComponentBeginOverlap change mentioned above. I changed the collision to overlap but it didn't seem to work yet.

    Possibly other things need updating also...
    Last edited by fatmarrow; 11-02-2017, 09:06 PM.

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