@gamestart You’re very welcome, and thank you so much for your kind feedback 😊 I really appreciate it. We’ll definitely work on improving and expanding the documentation further.
@hosna I was dumb before xD because I still thought like i'm in my old project instead of rethinking and planing it onto your project.
Now I see clearly that your architecture is POWERFUL !!!!!
For solving my problem I will change the bluediamond into (cashbags) and instead of 10Ki will change it to the unit i need. I was searching in the BP_AIMaster, i searched for the "Destroy Actor" in the AIBehavior, in the Death Logic at the bottom after the sequence then 1, there is the node.
The Destroy Actor belongs to the AIMasters BP, so it is the enemy i would guess.
I need to implement after or before the "destroyed actor" node, my own blueprints for dropping items plus spawn actor from class with "New Guid" node, right? (I also needed to activate in the BP_ItemMaster the ItemID variable, check on "Instance editable" & "Expose on spawn".
So my question is, there is no other blueprint for destroying actor enemies right?
Again BRAVO! Your architecture is really powerful! After the third time playing with it i understood it now, you guys really thought about nearly anything, right?
Stamina for fast movement and meeling is a must for me. I also will try to implement that, but GASP is a little hard for me, so maybe i will try to implement that in the combat component...
@herrstickman Hey, thank you again, I appreciate your kind words about the framework!😊
I'm really glad to hear that everything started to click after spending some more time with the framework. It's always nice to see someone explore the architecture, understand the reasoning behind it, and then adapt it to their own game's needs. Our goal is also to continuously improve the overall design with every update, making the system more flexible and scalable over time.
About your question, Yes, that's correct. In the Death Logic, before Destroy Actor function, you can add your item drop spawning logic there.
I recorded a small video here demonstrating the general concept and direction for you. From there, you can expose any variables you need on the Spawn Actor From Class function and further optimize the system based on your project's requirements.
Hopefully this helps and points you in the right direction!
@hosna uffff !!!!
I spend so much money in my life for assets and for the very first time I am shocked °_° complete in aaawwwwww...
You guys did this video extra for my cause, I have to say, WOW !! I hope you guys achieve as many sells as you can get and become leaders for people who sell assets. You guys are awesome! Not just for building a very powerful framework, (that still isnt finished yet btw) but for doing this community support work, THX very much, I appreciate it very much! Your video helps very much, with your workflow I dont need to change the BP_masterItem's ItemID, so thx for showing that. I will add some extra settings into it, like Drop-Rate 50% and the location hight, and the animation for ground is Pick-Up 3, again, I love your architecture 😀
also: I wouldnt change the render setting to much like I did, so I changed it back to your tettings. I will work on that again if its time for doing the level part etc.
one question for that is: HDRI settings with postproduction settings, then backing the lighting in the level etc. have you guys looked into it? Unreal engine worked on my pc (average pc, 8gb GPU) minimum 50% faster with the right settings, downstep is, there is now shadow for moving objects like Char and Enemy and the fog system doenst work perfectly, but there are other options for fog getting done. Some prodcutions use backing lights in 95% of their levels and in only a FEW rooms they add lumen or shadow settings, because of the atmosphere and vibe of the game. So what I want to say is:
If this framework is thinking about anything what this genre needs and that integrates step-by-step, than pls let the option open for you guys, to master HDRI und lumen switching also. With this you could get your asset to people that have a "shitty" pc (sry for my language).
Just so you know, you could make HDRI lightings for every atmospheric lighting and put it in different rooms. And for each HDRI you make a postproduction cube with the right settings. Again, downside is, no active shadows, but if the atmosphere is on point, then the scenery is always dark and kreepy, the effect of shadows isnt that much worth if the PC handles everything minimum 50% faster. Sry for writing a book btw.
Again, absolut best asset I saw in the last 4 years, minimum!
@herrstickman You just made my day and seriously took my excitement levels through the roof 🤗 Comments like this give us extra motivation to keep working harder on new features and future updates, so thank you very much.
Regarding the point you mentioned, yes I agree. To be honest, we haven't really looked into that area yet, as our main focus at the moment has been gameplay features and expanding the core systems. That said, it's something we'll keep in mind to explore further.
There are honestly so many features we'd love to add, and somehow there are never enough hours in the day... 😅
And once again, thank you for taking the time to share your thoughts with us. We genuinely love hearing feedback from the community, and conversations like this help us learn what matters most to developers using the framework and what could make it even better 😊
@jsanzs Thanks for asking this question.
It seems the issue you were facing was likely caused by the door needing to be rotated 180 degrees. If that’s not the case, The rest of this message may not be relevant to you and I’m glad you were able to solve the problem 😊 but if it is, the following details might still be helpful.
The doors that require a key can only be opened from one direction, from the side where the DoorKeyPlace mesh is located on the right side of the door. This is because the unlock door animation which is with the right hand, is aligned with that direction.
If you already have an animation for the opposite side (e.g. left-hand interaction), you can remove this limitation. It’s handled in the Interact custom event, after checking the lock type enum in the Need Key branch, you can simply remove the branch condition for Side A (image attached).
This is also part of an update to allow key doors to be opened from both sides in the future. we creating animation for it.
Let me know if you still face any issues.
@hosna I think next week I will finish my old level in my old project. I will do this only because to show you guys how it can look without lumen and with backing lights etc. (it is a small level, a corridor and some empty rooms, it was planned for my main menu etc.)
I will add some tricks to mimic atmospheric lights, like behind windows with glow materials, these tricks demand nearly zero ressources but bring heavy effects (downside there is no world behind the window). With animated props the scenery will look so damn good. Then I will set up some post-production settings, these settings work with HDRI, I will use a standart HDRI lighting. I think it will take me 2-3 days to finish it up, max 4 days because of some props etc. (even small Levels take a time on me, I am an artist :D)
Also, I was just stating the truth 😉 So pat yourselves on the back and enjoy the truth 😀 You guys really did something amazing here!
Here, I checked that again, getting some money units from kills etc.
I think I understand your architecture now a little bit more 😀 Because problems were adding up when I tried to use the BlueGem as money units. The stacking und combine problems, now I needed to work on that etc., so I thought, why not give it a try and look it up again and search for an answer, I found one, it works perfectly 😉
In my screenshot you will see how I did it, of course I will do later a soundeffect for getting the money.
Now I have to bring that widgetUI for Ptas from Merchant to put into the HUD then the player can see how much he/she has, isnt that great 😀 I hope I also can read your widget system like the rest.
Again, you guys are AWESOME!!! Because with your framework it was actually VERY easy to implement that.
You guys need to be careful. . . because, if this framework is keeping it up like that, then we the consumers wanna have more and more 😀 😀 😀 Perfect framework!
@herrstickman I can see from the screenshot that you’re doing a really great job with it… and I really like your idea for expanding the system as well. I’m sure you’ll create some really amazing things with it… keep going, I hope your project continues to grow smoothly and turns into something really great.
Also really happy to hear the money system and widget setup worked well for you… that’s exactly the kind of modular use case we aimed for.
If you feel the framework has been useful in your workflow, a review on the Marketplace would really help support future development 😊
Thanks again for sharing your progress, it’s really lovely to see how you’re building on top of it
@herrstickman Aww, thank you so much! 😊 We really appreciate the support... It truly means a lot to us!
Hello!, how can i adjust weapons/items position on the characters hands/back, i am using a metahuman character (i am crazy or the tutorial to do it is no longer on youtube?)
Edit: added a question to not spam
The new inventory teaser looks great, it will use slots too? (i hope it does) or it will be a infinite spinning circle?
Hello there. I need help,big HELP. For the last 2,5 days I was doing some BTT's for a different target I use (Actor Class + get Actor Location node) in the AIMoveTo node.
So I studied the BTT_MoveAndAttackPlayer and duplicated it. Then get it done, but many other things needed to be also done... so it didnt work as I wished for 😀
1. I need to know, how I can make another health system or a second one that is not connected to the player, instead of to my "different Target = Actor Class".
2. Which way you would recommend? To put every logic in the BP_AIZombie, because of the new AI-enemy-logic's I need, a simple one. (I need one logic where the enemy is straight up moving to a location and attack that. I think that I could get the logic done if I only use the BP_AIZombie for every logic, also AI logic)
Or would you recommend the hard work where I failed 😀 to implement it in the AC_AIBehavior, then make BTT's for each Task, for going straight up to the location and the other would be to attack that.
(I achieved all that and my Target Actor Class died, but their attacks cant do anything to me now...many other problems started that dont go away anymore, now nothing works like before, but the most funny part is, everything is compiled perfectly, I know I did something wrong 😀 Now I will start again new, but this time with some extra tips pls) 😀
3. If you would walk the extra mile, how would you do it? Which logics and variables I need to put in where and to whom? Every Variable in AC_AIBehavior?
I really want to use your framework guys and need help, I need an enemy that works like in tower defense games and a keep with separat health that can be attacked, but if the enemy sees the player, than the Random Bool with Weight node should interact. 😉
Again sry for the book 😀
@calo Yes, there was a video in the previous tutorials where I showed how to retarget, and in that video I also showed how to adjust the position of weapons on the character’s hands. However, since the framework now uses UE5 and MetaHuman by default, we have unlisted that video. You can still take a look at it here, I think starting from minute 6:18 will be useful for you.
Regarding the new inventory system under consideration, we are thinking of one very similar to Silent Hill 2’s inventory. It is not slot-based and works a bit differently. We’ll share more details about the features currently in development later on.
