Thank you so much Farshad for the fast reply and for taking the time to record the workaround video! I really appreciate the excellent support.
I will gladly use this video method for my level design for now. It’s great to hear that a fully modular system is coming in v0.4.3.
Thanks again and keep up the great work!
@jsanzs You’re welcome. Yes, we’re working on an improvement update for this part to avoid issues with different keycards and to make this part more modular, which will be quite similar to the current workaround video we provided to you 😀 , but more refined. Thanks again!
Hello guys I'm trying to replace the default metahuman character with my own however I dont have seperate legs hands feet etc cause I use a metahuman outfit so i have only the head and a skeletal mesh thats the whole body ,
what is the best way to approach this problem? should I try to export my character and make it ue5 skeleton and use this character preset or is there a way to have my metahuman head and whole body (skeletal mesh) to the default metahuman player BP?
@s_charos If your MetaHuman body only has a single mesh, there shouldn’t be any issue leaving the additional parts like Feet and Legs empty in terms of skeletal mesh. Simply assign your full-body skeletal mesh to the Torso, and it should work correctly.
I assumed that you have the default Body mesh used for Metahumans; if not, assign your full body mesh to the Body instead of the Torso.
Try this, and if you still encounter any issues, please share a screenshot or a short video of the mesh details so I can take a closer look.
Awesome ty so much for the reply you guys are doing a phenomenal work!
@farshad I got it done seperately, my enemies follow me exactly how i want it with the perfect random boolean rate. I kept AC_AIBehavior, also my made enemy didnt need a behavior tree, I did it with pawn sensing, but then I also need to implement every other action because of DMG etc.
Today I learned because of your "BTT_Move To Patrol Point" and screenshot (thx very much btw!), that I can use your complete framework. I only need to make a behavior tree that follows only my rules. So I need to make the correct BTT's + Enums (move to keep, attack keep, chase player rate + TargetKeep in the BB). Then use that behavior tree instead of yours.
pls tell me it can work 😀 I think I need to implement the DMG to the keep actor also, then it should work if the BTT's are correct, right?
Hi, a couple of questions, How does the new map system works? i tried following the tutorial, put the BP_MapSystem on the level and the new BP_MapFile to be found, but it shows the demo map, is the tutorial no longer correct?
How can i change the vomit attack frencuency?
Thanks!
@calo for the map system tutorial, everything is already aligned with the current version. There’s just one small change, a new blueprint called BP_MapFile has been added. You need to place it in your level so the player can find it and unlock the accessible area... Also, in BP_MapSystem (which you’ve placed in the level), expose the "MapAreaTextures" variable to the editor and add your new textures to this array. This is already updated in the documentation, you can check Section 19 😊
To increase the zombie’s vomiting frequency, go to AC_AIBehavior, in the AggressiveAttack section, and reduce the upper range of the random value (for example, set it from 0 to 4). This will increase the chance of that attack type occurring.
@herrstickman Okay, great 😀 Yes, you can definitely use a new behavior tree.
Then, you can bind your new behavior tree tasks into the AC_AIBehavior component. Since this new zombie behaves a bit uniquely, I’d recommend creating custom functions for it inside the AC_AIBehavior component and then calling those in your behavior tree tasks.
Also, for the keep actor, you can use EventAnyDamage to receive damage, and it should work as expected 👍
@hosna thanks for the help, i got the map system working but i can´t get the enemies to vomit at all, i tried setting the range at different values but it doesn´t change the frecuency.
@farshad Thx very much! I will give it a try!
Because I want to achieve that game with your framework, my new plan was: E_EnemyBehavior = 2 variables for the keep (move to and attack). In the BB_DemonZombie = 2 variables (targetkeep, ChaseChance = float).
The Keep actor with own hp system. Then BTT_MoveToKeep and I will give the AIMoveTo node the targetKeep I did in the BB, I hope it will work. Plus 3 other BTT's with the correct logics for the BT. Then in the BP_AIEnemyController I wanted to put an init logic with a Tag for the Keep, or is Gamemode better for it?
Hi, how are you?
I'm currently having trouble finding the Flashlight.
I'd like to know where to find it to change its lighting, and also its position on the body so I can make it more centered.
I haven't found it among the characters (I bought it from all of them).
Normally, I would find it on the body.
I didn't find it when I searched for Flashlight in the folders, only its SM (Smooth Modification) file.
I also didn't find it in the documentation.
Note: I'm using the game in first-person FPS. (If there's a way... is it the same in third-person?)
Thank you.
@gamestart Thank you for your good question. You can find the flashlight socket on the character skeleton named FlashlightSocket, and you can adjust it there if needed.
However, the setup is not only to the socket. The light attached to the flashlight mesh (Spotlight) can also be adjusted. You can change its location and rotation as well.
It’s better to adjust the Spotlight instead of modifying the socket. To do this, go to AC_Data and open the CreateNecessaryComponents function... There, you will see where the Spotlight is created. From that point, you can carefully and gradually adjust its location and rotation, testing along the way until you reach your desired flashlight position.
You can also tweak other flashlight properties here, such as light intensity and related settings.
Screenshots have been provided to help you better understand the process 👍
