@gamestart Hey Stefan,
About the inventory items, I tested it again using a fresh version downloaded from the Launcher, this time in UE 5.8. I added the pistol weapon and an ammo item to the inventory at game start, and everything worked as expected.
Please check this video. The weapon and ammo are added to the inventory when the game starts, and I can reload, equip, and unequip the weapon without any issues.
Please try the setup steps again carefully. If the problem still happens, dont worry; send me an email, and I can provide the project file that I tested, so you can also test 🙂
About the inventory behavior, yes, with the current method, any item you want to add to the inventory at the beginning of the game needs to exist somewhere in the level. Since it is transferred to the inventory immediately when the game starts, it does not cause any issues. We may change this behavior in the official release, but the most important things are performance and correct functionality, and this method works without any issues.
Regarding BP_AISpawner, yes, it can spawn multiple zombies. You need to provide multiple spawn points in the SpawnLocations array, and the UniqueCodes array must have the same number of elements as the SpawnLocations array, with all codes generated correctly. If the spawn points are placed correctly, the AI enemies will appear at those locations.
Hello,is possible to change the attack animations of another zombie (duplicated) and adding a weapon (steel pipe) to him? He will basically do the same animations of the steel pipe.
For the player,where I can change the attacks animation for some close weapons? I know the locomotions one are on the overlays,but what about the attacks? Do I also need to copy some animnotifies and the sockets of the steel pipe inside the other weapons?
It can work with the collision and damage the player or there is some workaround ?
Also,I have a stamina variable,where I can work on the blueprint before I do the close attacks?
@farshad Hi Farshad, how are you?
I've been working on it now, I don't know what happened, but before it seemed like there was some problem... I didn't change anything in the code.
I'm leaving a note here.
(because I only put it on a map I developed and worked on... But the demo map had that problem)... But I'd like to point out that it's picking up the weapon and items from the map (You need them on the map to spawn initially. And not directly from the folder). On one hand, it's good because it speeds up some processes, and on the other hand, it will need to load something extra into the scenario.
Regarding the spawning of enemies... It worked correctly. Thank you, it's amazing, very practical and modular for the Spawner's work.
(I'd like to know if it's possible to put it in the documentation... I use it for record-keeping to solve future problems).
Thank you very much.
@gamestart Hey, glad to hear that the issue is solved!
Thanks for the feedback about the inventory behavior. I will add a note about this to the documentation so it is clear that starting items need to exist in the level and are transferred to the inventory at game start.
Also, I'm happy that the AI Spawner is working well for you. I will include more details about the spawner setup in the documentation as well.
Thanks again for testing and for your detailed feedback 👍
@gamestart You have to generate 1 code for each spawn mate. 2 enemies = 2 codes.
@commancho
Fashad showed me the image; I wasn't aware of that... Thanks for helping me too... I'm making the adjustments and it's working.
I'm glad to know that more people were able to help me solve this problem.
=)
Thank you.
@criss1818 From what I understand, you want to give a melee weapon to a zombie so it can attack with it. Yes, that's possible. However, you'll need to make a few changes, especially regarding where the damage is applied.
On your zombie class, in AC_AIBehavior component. In Animation section, you can replace the existing attack animations or add your own.
For the player, melee attack animations are defined in the weapon's data asset. For example, if you open DA_Pipe, you'll find the attack animations under the Animations section, in Character Attack.
Regarding Anim Notifies, if you create new attack animations, then yes, you'll also need to add the required notifies just like in the default animations. These notifies determine when damage is applied, when the combo attack resets, and other gameplay-related events.
For the stamina system, you can handle it inside AC_Combat. I recommend checking your stamina at the beginning of the Melee Attack section, and also in the MeleeComboAttackSave event.
You can create a separate function that checks the stamina first, and only allow Melee Attack functionalities if the character has enough stamina.
@hosna Thank you! I didn't want to make a topic,it's better if I tag you or Farshad when I make a question here?
Yes I was considering to retarget a UE5 Skeleton Enemy that support it,for the damage itself of the normal zombie,how it's handled with him? Its a sphere trace applied on the hands?
For the weapons I will try with the second enemy,what If I set the steel pipe animations,and also give to him the steel pipe weapon directly inside the blueprint? (So he have it from the beginning). Do you think the damage on the player can be handled with this workaround?
@Criss1818 Hey, if you don't mind to drop my 2cents - from my understanding the damage is being applied by RightHandBox and LeftHandBox - when they have a collision with a player's character then whole logic from AC blueprints is being applied. If I was you, I would just add a weapon as static mesh component to your AI' character hand and then just edit the damage in AC_AIBehaviour. This is the simplest way for having same damage being applied for all animations (swing, cut etc) and one weapon per enemy type. This is doable in 15 mins so you could start prototyping and then go from there and see what you need (special attacks etc).
@commancho Thank you!
I will try today and see how it goes,I think its the best way for the weapon enemy like this.
@criss1818 Please mind, that I'm a beginner with only 6 months into coding though, but for the way the template is written, it doesn't matter what hits the player, as long the element is inside the collision box. Now if you wanted to have diffrent damage for diffrent attacks that would make things more complicated, because existing blueprints allows only 2 damage types (base, bite). Maybe adding extra functions that would apply extra damage/SFX and then calling them from notifies that you would add directly to special attack animation montages would work? 😀
Hey there, I currently try to alter your door BPs even further. While the difference between heavy door and normal door was easy to implement, I currently struggle with two things:
1. The replacement of the bolt cutters. I work with simpler models and while the reimport worked fine, for some reason the bolt cutter mesh in particular now is way smaller than the original one. My Blender workflow implemented perfectly copying the size and applying all transforms but for some reason that did not work out when importing. Have you made any changes to the import settings? All other meshes worked fine for now but the cutters give me trouble in skeletal as well as static mesh form.
2. I want to create a new interactable, similar to the keycard reader. Mine is a fusebox though. How exactly would I go about implementing a new interactable with custom interaction animation? The keycard has the swiping animation, I would need a placement animation of the fuse, maybe even with spawned particles and sound.
@criss1818 Whether you tag us or not, we see all posts. 😊 Some questions just take a bit longer to answer... especially technical ones, since we often need to be at our PC to check them properly. Sometimes we are also busy with our daily work, so questions may pile up until we reach a break and can go through them 😀
As @commancho mentioned, the zombie class uses the RightHandBox and LeftHandBox collision boxes, and you can make something simillar and configure for your own custom enemies. For example, if you give your enemy a pipe to hold,( yes, you can add pipe mesh to the class directly) you can add a collision box to the melee weapon itself instead. Just make sure that collision is disabled by default, and then enable and disable it during the attack animation using Anim Notifies so it only becomes active at the correct frames.
@hosna Okok,all right! I switched the overlays of the steel pipe but it doesent work when I take the pipe,attacks are all working but for the overlays inside the abp the idle,walk and run are the same even if I changed them...any solution?
@criss1818 If youre using the UE5 character, you need to do this in ABP_PlayerCharacterUE5. If you using a MetaHuman character, do it in ABP_PlayerCharacterMetaHuman.
