@rozhkovskyproduction Yes, that feature is also on our radar. However, it’s not certain that it will make it into v0.5. It may end up being pushed to a later update.
@farshad Thank you,I will try!
The issue with the qte system is with the mouse! On gamepad all works good of course, but with left mouse button doesent seems to work.
Also some of them are doing the grab attack even if they are not in front of the player,I suggest to see this for some general adjustment in 0.5 also!
@criss1818 Could you clarify exactly how the mouse issue occurs? For example, when the mouse icon appears on screen and you rapidly click it during the QTE, does the QTE fail to register the inputs and prevent the player from pushing the zombie away?
Please send me some more details about the issue, or, even better, a short video showing it happening. That would help me understand exactly what’s going wrong.
Also, regarding the zombie grab attack you mentioned happening when the zombie isn’t directly in front of the player, could you show me that with a video as well? That way I can understand the issue properly and reproduce it on my end. Ah, by the way, did you check this section of the doc?
Thank you very much for the video! I followed the steps, and the damage is now being received by my custom enemy.
However, I have one more problem: the enemy is receiving damage, but it doesn't die.
Is the death logic supposed to be implemented separately in my custom enemy?
I want to make sure I'm doing this correctly and using the framework's existing death system if possible.
Thank you again for your help!
@fabio Yes, when you create a custom enemy, you need to implement the death system for it as well. When the enemy's health reaches zero, you should trigger the appropriate death logic. You can use that as a reference and implement a similar pattern in your custom enemy class.
Hello, so i am trying to change the placeholder animations form the grab and bite attack, but it doesnt work, i dont know what i am doing wrong, can you point me in the right direction please?
https://www.youtube.com/watch?v=kSlIiPSaGOw
By the way, i finally got rid of the fog when inspecting a item when using ultra dynamic sky (and some type of weather), i changed the following options in the SceneCapture2D, might help some one with a similar problem.
@calo I think the change regarding the fog was made for Inspect Studio in the latest version, similar to what you have now! Are you using version 0.4.3? Overall, you’re doing a great job and the result looks nice 🙂
Regarding your question ... from what I can see, you haven’t retargeted your new animations to the Framework skeleton.
@farshad Sure,I will do a video and post it tomorrow! Also,where the camera zoom is handled when I start running with my character? I would like to try different things with it!
@hosna so, i am half way there, after retargeting the zombie animation, it worked as intended, but i did the same with the character animacions and they dont work T_T, i am using metahuman, it should be the same proccess right?
Hi! I’m sorry to bother you again. I’m having a little trouble understanding the death/damage setup you showed me because it’s a bit advanced for my current Blueprint knowledge.
I’m used to handling the damage and death logic directly through the projectile, so I’m a little confused about how to implement it this way in the enemy.
If you could add some documentation explaining how to set up the damage and death system for a custom enemy, I think it would help me a lot. I’m sure it would also be useful for other people who are creating custom enemies.
I really appreciate your help, and I don’t want to keep bothering you with questions. I just want to make sure I’m setting it up correctly. Thank you!
@criss1818 You can check the Spring Arm in the Character class and change the Target Arm Length there to adjust the camera distance while running.
@fabio No, please don’t worry, and feel free to ask any questions you have. I’m happy to help!
I understand what you mean. First, I need to know exactly how you want to handle the enemy’s death.
For you, First, check the enemy’s health, and when it reaches zero, play a death animation for your enemy class. Then, set the CapsuleComponent collision to No Collision. After that, you can implement a ragdoll system so the enemy falls to the ground. If you already have a suitable death animation, you can use the animation instead of ragdoll. Then, depending on how you have implemented the AI for your custom enemy, you need to disable the AI behavior so that the enemy stops behaving after death.
If you still dont get any part of my explanation or run into any problems during this process, please send me a video showing the issue. That way, I can take a closer look and better understand exactly what is causing the problem, and I’ll be able to guide you more effectively. I’ll also try to prepare a video explaining how to add a custom enemy in more detail, covering the process more thoroughly and comprehensively, and add it to the documentation.
I think there may have been a misunderstanding about what I’m trying to do.
My custom enemy from the Monster AI Kit already has its own health, damage receiving, and death system, and it already dies correctly when it receives damage.
I don’t need to implement a new damage or death system for the enemy.
What I need is simply to make the weapons from your template deal damage to my custom enemy. I tested Apply Point Damage on my own projectile, and it works correctly the Monster AI Kit enemy receives the damage and dies using its existing system.
So I believe I only need to add the appropriate damage logic to the projectile used by your template's weapons.
Could you please show me where the projectile/weapon damage logic is located in the template, so I can add the damage there?
I hope this makes what I’m trying to do clearer. Thank you again for your help!
I’m sorry for the confusion, and thank you for your patience. I’m still learning how all of this works.
