@calo You can modify the pop-up text in WB_ItemCollected, so it doesn’t display the quantity.
As for the scroll box with a gamepad, yes, that’s currently being looked into. For character name, you can easily change the character name and icon in AC_SaveGame.
@gamestart Hey, thanks for your question and suggest.
From your screenshot, I can see that you’ve set the X, Y, and Z values to exactly the same values for both A and B pins in the lerp function, which definitely won’t work as expected. First, please check in the editor and decide how far and in what way you want the cabinet door to open when it is triggered. Then consider the correct X, Y, and Z target position values accordingly, and plug them into the Lerp (as the B pin).
That said, I agree that this part probably needs some adjustments ... so your suggestion is very appreciated. we are planning to expose these values to the editor so you won’t need to hardcode or tweak them here anymore; you’ll just work with exposed variables instead 😊
Also, we are currently exploring adding more cabinet variations, especially ones that can both open and close... This will add more variety and flexibility to the system 🙂
@calo I mainly wanted to check whether the “Died” variable actually gets set to true when a zombie dies, because it absolutely should. If that’s the case, then you should be able to rely on that variable in your logic.
However, this system can get a bit tricky... For example, imagine a scenario where several zombies lets say 3 zombies spot the player in the same area. In that case, the music might stop when only one zombie dies, even though other zombies are still actively detecting the player... So you should definitely take these edge cases into account.
By the way, the 0.4.3 update has already been submitted to Epic and will be released soon. Make sure to test it after release, as we’ve made significant improvements to the AI system, and there’s also a pretty cool new feature added specifically for zombies. tried not to spoil it yet 😊
@hosna thank you! Can't wait to try the update!, and about the vaulting system question? I don't like the player been able to jump everywhere.
@farshad Hello there. I used one of your frameworks BTT and implement it there. I also tried to branch with a "seen player" before the branch etc. you will see in the screenshot. If in the BT the Awareness is set to Key Behavior, then the logic kicks in IF the enemy has seen the player etc. But I use a new key from the BB, "TargetKeep", then the enemies rush towards the keep, they look at the player char while i am near them, but no string comes saying seen player also no sounds like they do if the key is set to Behavior. If the Awareness could get set to both, first for the TargetKeep and then Behavior, then it would be fixed I think.
@farshad Part2
I changed the BT and added a second Awareness Sequence with the key Behavior. Now the Enemies see the player etc. and make the sounds if they see the player, but the logic move to the Keep is activated if they see the player, if not, they stand still, and once this logic kicks in, that they move to the Keep and attack it, the Random Bool with Weight logic doesnt grip anymore.
@herrstickman Hey, I hope I understood your intention correctly. I did a quick test based on your idea just to give you a direction.
First, BT can be a bit challenging, so combining this logic might feel a bit tricky, especially if you’re not very experienced with BT yet, and also, the current BT is intended to do something different.
I implemented a quick approach and tested it, and it seems to work 😀
In the video I only added one extra entry to the "E_EnemyRoamingType", named Base. Then, in BP_AIBehavior, inside that branch, I defined the new branch logic for the zombie. Of course, you need to set the zombie’s state to Base in the editor on the level, so that from the beginning of the game, it moves toward the base. I just used a basic logic here for moving to the base, just to complete the task :))
Now, in the TurnToPlayer custom event, where the zombie becomes aware of the player, I placed the Random Bool with Weight. This decides whether the zombie will attack the player or ignore them and continue its path toward the base.
This is how I understood your idea, and I hope this is the behavior you were aiming for 🧐 . I’ve shown it in the video. Keep in mind this is only a direction.
Also, nothing else in the Behavior Tree, Blackboard, or other systems was changed; only this approach was added. If you want, you can test it on a fresh version. and If I misunderstood your design in any way, sorry about that!
@farshad you just made the enum right, didnt change nothing else.
If you would make a can rotate toward base boolean variable plus attack base logics etc., what would they attack? 50:50 ??
Because right now, like I said, everything works perctly, the only one thing I have is, then booloan with weight kicking in, right now it kicks in with every Attack, but it would be nice, IF the player is seen and the enemy is aware of the player. In my chase I changed that with targetKeep in the BB. Or else they need to see the player first to move towards the keep, also I used the BP_AIEnemyController with Tags for directing them to the Keep.
I the enemies awareness is towards the player (Behavior), then some time later the enemy needs an activation again, like seeing the player to start the cycle new, that why I use TargetKeep. Like I said, if the enemy would react to the random bool with weight by seeing the player instead every hit, then it would be perfect. I start to think over, is it better to implement a complete new enemy class with TD AI movement etc.
Hello. When I updated the project, I found that all the blueprints were marked as "Bad Blueprint" and there was a problem with the links. Unfortunately, I am currently unable to test the latest update.
@rozhkovskyproduction Could you tell me exactly how you downloaded it? Did you download a fresh version of the project from launcher and test it? or added something on top of it? The correct way to use the update is to download a fresh copy directly from the Epic Launcher and use that as the base for your project. Updating an existing project by simply replacing files may lead to issues, so I recommend downloading a fresh of the latest version.
@hosna I deleted the old version of the project, then restarted the launcher and installed the updated version of the project. I didn't change anything. When I opened the project and the base map, I found that all the bluprints were broken
@rozhkovskyproduction Which version are you using?
Just to confirm, did you open the Epic Games Launcher, download a fresh version of the project, and then encounter this issue after opening it?
@rozhkovskyproduction Which version are you using?
Just to confirm, did you open the Epic Games Launcher, download a fresh version of the project, and then encounter this issue after opening it?
yes, that's right, I opened the launcher, downloaded the update, and there's a nuance:
I was offered to choose a version of the engine, and I chose 5.8.
Now I've deleted the project again and want to download it again on 5.6
@rozhkovskyproduction That's very strange, because I just tested both UE 5.8 and UE 5.6, and both opened perfectly without any issues on my end.
Could you please try downloading the UE 5.8 version again from scratch and test it once more? It's possible that something went wrong during the download process.
a question, Did you open the 5.8 version with Unreal Engine 5.8, or with a lower version of the engine?
