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Pick Up Plus Inspect - PUPI (PUPO v2.0)

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    [RELEASED] Pick Up Plus Inspect - PUPI (PUPO v2.0)

    Hey everyone,

    Pick Up Plus Inspect - PUPI is new version of our first marketplace content known as Pick Up Physics Object - PUPO, with lots of new features . With this blueprint you can add physics based interactivity and inspect feature to your project in a few minutes. PUPI supports VR for UE4.11+.
    Click image for larger version  Name:	PUPI_Thumb.png Views:	1 Size:	23.4 KB ID:	1196132














    Preview:




    Features:
    • Access events of PUPI from other actors and extend functionality by using pre-made EventDispatchers. Usage examples can be found in FirstPerson and TopDown demo character,
    • Inputs can be easily changed using Input Mappings,
    • Controls for PUPI will be enabled and disabled automatically letting you set inputs without worrying about overriding other controls (example: if fire and pick up Mappings have the same key, fire will be ignored when something can be picked up/inspected and vice-versa),
    • Configurable Easing animations for picking up and putting back Inspectable,
    • Set default PUPI settings by using PUPISettings structure or configure PUPI(s) by using PUPISettings Actor Component.




    Update:
     
    Spoiler


    Guides:

    Set up for update 3 (UE4.18+):
     
    Spoiler


    Set up for update 2 (UE4.17 and below):
     
    Spoiler


    HTC Vive set up (both controllers in same actor):
     
    Spoiler


    Template VirtualReality implementation:
     
    Spoiler



    PUPISettings Component (not needed for update 3 (UE4.24+)):
     
    Spoiler



    Video Guide:


    Settings:
     
    Spoiler


    Input Mappings:
     
    Spoiler


    About demo level: The project comes with 7 types of demo characters in it: 1st person, 3rd(or 2nd) person shooter type, 3rd person free camera, Top down(with mouse pointer), Fixed cameras(like old resident evil series but with mouse pointer), VR headset with keyboard and mouse, VR headset with motion controllers. These characters can be found in Demo->Character. Drag/drop one of them at a time into level to try.
    You can start playing in demo level and press "B" to bring up demo menu and change settings on top right. To have correct camera height in VR please put on headset in correct position(seated) before pressing play for VR keyboard mouse; put headset on floor before pressing play for motion controllers.

    Thanks to everyone who liked, asked questions and gave suggestions!
    Special thanks to tcla75 for helping out with VR!
    Last edited by Nicat; 01-06-2020, 02:17 PM.
    HeadsAndBrains
    MARKETPLACE | YouTube

    #2
    At some point, it reminds me the gravity gun For sure it will be useful for some people, gg
    Linkedin | ArtStation | -SCIFI 'PROPS' PACK- | -SCIFI 'POPULATE' PACK- | Shooter Game Tutorial | StarDrop

    Comment


      #3
      Yeah it is almost same as gravity gun. Main difference is gravity gun would bring grabbed object to a certain distance. And thanks. We do hope it will be useful to some people
      HeadsAndBrains
      MARKETPLACE | YouTube

      Comment


        #4
        Its almost good. But do you destroy the main player and limit the developer that buys this to the character you choose?
        Like "i have a nice character setup and i want to expand it with this, but i dont want this to be extrem hard to integrate and override my character setup."

        Do a proper tutorial on how to integrate this with first or third person so we can see how it works.

        Comment


          #5
          Originally posted by Kanizitas View Post
          Its almost good. But do you destroy the main player and limit the developer that buys this to the character you choose?
          Like "i have a nice character setup and i want to expand it with this, but i dont want this to be extrem hard to integrate and override my character setup."

          Do a proper tutorial on how to integrate this with first or third person so we can see how it works.
          This blueprint doesn't need any integration at all. We did our best to make it as user friendly as possible. So everything it needs is included in 3 blueprint actors (detecting object, picking it up, receiving input, interacting with picked up object). To use this BP you only need to drop one actor as shown in the video and you are ready to go. You can use it with any character BP actor which is 1st person. Also there are few things I should have included in the post, but couldn't think of it at that time.. I apologize for that, and I'll update post right know. Those things are:
          If for some reason your player character is not at index 0, you'll only need to input correct index for your character in "Get Player Character" node in BP (On second thought, that will be added to settings structure as well).
          Grab distance is calculated from camera, meaning this can't be used with third person (We'll think of a way to make it work with 3rd person as well).

          I think that is all Thanks for reminding those.
          HeadsAndBrains
          MARKETPLACE | YouTube

          Comment


            #6
            I use in my project 3rd person, but with "real first person effect" , I place main camera in head of 3rd person.

            I want to buy your pick-up system, but would it work for my project ? Could you try to test it with project with "real first person effect" ?

            Comment


              #7
              Hi,

              We tested it and it works. If you have more questions feel free to ask here or via support email.

              Thanks.
              HeadsAndBrains
              MARKETPLACE | YouTube

              Comment


                #8
                would it work in a point & click adventure system with multiple fixed/moving cameras ?
                very interested in this !
                www.ofpawnsandkings.de

                Comment


                  #9
                  Originally posted by stucki View Post
                  would it work in a point & click adventure system with multiple fixed/moving cameras ?
                  very interested in this !
                  Unfortunately, in current state it is not working correctly with non 1st person projects. The reason is:
                  Picked up objects orbit around camera. If camera is placed somewhere away from character's head, when you move mouse(rotate camera) object will not rotate around character but around camera which is in sky -probably . Also when character walks, object will not move with it because object is aligned relative to camera.
                  Of course everything can be edited to your own taste but just to let you know, we tried once to make it work with 3rd person camera and we had to change many things in blueprint and decided to keep it like this for now. We might make it work with non 1st person projects as well in future.

                  We are happy you found this interesting
                  Last edited by Nicat; 03-18-2016, 04:45 AM.
                  HeadsAndBrains
                  MARKETPLACE | YouTube

                  Comment


                    #10
                    Hi Nicat this is a great blueprint. Its so easy to set up in game which is great also. Just one thing I'm trying to figure out and I'm not sure how I can get past it. I have items in a glass box that I am trying to get the character to lift up out of the box. I am using a simple actor bp with a cube static mesh with a glass material. The only problem is that even though the player can see the items in the glass box he is trying to grap your BP can only do a line trace on the glass box and is not able to move the objects inside. Is there any way around this?

                    Comment


                      #11
                      Hello,
                      You can set "Collision Preset" of Glassbox to "InvisibleWall" or "InvisibleWallDynamic" in the details panel under Collision tab. This will make Glassbox to ignore all "Visibility Channel" traces.
                      Hope this helps.
                      And thanks!
                      HeadsAndBrains
                      MARKETPLACE | YouTube

                      Comment


                        #12
                        Originally posted by Nicat View Post
                        Hello,
                        You can set "Collision Preset" of Glassbox to "InvisibleWall" or "InvisibleWallDynamic" in the details panel under Collision tab. This will make Glassbox to ignore all "Visibility Channel" traces.
                        Hope this helps.
                        And thanks!
                        Thats perfect Nicat I'll try that when I get home. Now all I have to figure out is how to play a sound when I grab something but I'll play around in the blueprints to find that out.

                        Comment


                          #13
                          Originally posted by tcla75 View Post
                          Thats perfect Nicat I'll try that when I get home. Now all I have to figure out is how to play a sound when I grab something but I'll play around in the blueprints to find that out.
                          Check your PM
                          HeadsAndBrains
                          MARKETPLACE | YouTube

                          Comment


                            #14
                            Is there any chance that you are going to clean up the blueprints and comment them better, or provide documentation? I looked over the project and it is confusing how everything works. I like to buy assets like this to learn from them, but at times it can be hard.
                            Stylized Low Poly Environment
                            Stylized Low Poly Pine Forest
                            Stylized Low Poly Buildings
                            First Person Horror Template

                            Comment


                              #15
                              Originally posted by Shirk View Post
                              Is there any chance that you are going to clean up the blueprints and comment them better, or provide documentation? I looked over the project and it is confusing how everything works. I like to buy assets like this to learn from them, but at times it can be hard.
                              An update with new features, cleaner BP and somehow better comments is coming soon. Currently working on comments. Btw what is meant by documentation in the marketplace? Is it "how to use" or "how it works", is it enough to have comments or do I need to make a PDF or something? I should have asked it before but forgot to do so. Sorry about that.
                              HeadsAndBrains
                              MARKETPLACE | YouTube

                              Comment

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