1. How do I do the same thing with a key as with a key card?
2. Cabinet and drawer Blueprint
Cabinet and drawer drawing my logic may be useful to you https://youtu.be/NwU9duUaeNM
Keycards are of the Tools type, while Keys are of the Key type...If you want, you can check the UseItem function in AC_Inventory to see how the Keycard's behavior is implemented when the player uses it, and then apply the same logic to Keys.
Currently, keys unlock doors automatically... but I think it would be nice to have an additional option that allows players to use them manually to unlock doors. We might add this as an optional feature in a future update, but you can also implement it yourself just like what we have for keycards in UseItem Function.
about your cabinets, Yes, that looks pretty cool 😊 We can consider adding this type of cabinet in a future update too! thanks for sharing your implementaion.
Hi!, how can i make so an specific enemy doesn't vomit (it doesn't make sense for this enemy type to vomit)?. Also, the enemy de spawn after dead, how can i edit the time that it takes?
Simply select the AC_AIBehavior component on your enemy character and remove the AggresiveAttackAniamtionMontage. If no animation is assigned there, the enemy won't perform the vomiting attack at all.
As for despawning, you can adjust the Delay value to control how long it takes for the enemy to despawn after death.
@xdustyx Well, the Weapon Locker will be unlocked using the Bolt Cutter, which is of the Tools type. The screenshot Hasna shared shows the Use section in AC_Inventory, which should give you a good idea of how tools like the Bolt Cutter or Keycards are used to trigger specific functions on certain classes. You can use that logic as a reference to implement a similar system.
@farshad There is an issue with the character walk backwards,as you have suggested there is something inside here that needs to be modified,do you have any suggestion to what to modify here? it mostly happens only with walk and run backwards,there is some clippy movement. About the walk yes I want to also try with both walk and run!
Are you experiencing this while running too, or only while walking backward? Because I tested it, and everything seems fine when running. I'll look into this further to see if we can add an alternative system that lets you enable this behavior with a simple boolean.
@farshad mostly is on the walk and also a bit on the running for the clippy movement,is caused by the aim state?
By the way I have the code inside the beginplay (after the parent node) inside the BP_Metahuman!!!
Perfect! There is any chance to find the logic for multiply the damage of every weapon? I mostly want to copy and paste it inside the metahuman blueprint for trying something! They are handled with an enumerator that brings a multiplier damage on them? Mostly want to take that logic for 3 weapons! (Pipe,handgun,shotgun)
Just a last thing,how are you handling the weapons logic on the HUD for the ammo logic (so there is the number of ammo remained on handgun and shotgun that changes depending on which one is equipped) and when the closed one (pipe) is equipped it disappear? Can I continue this logic about this 3 weapons inside the graph editor on the UI widget of the hud-ammo?
@hosna hello! Dont know if you saw the question but for the locomotion on walk and run forward I was referring to the normal ones,so I can't find the database on these two.
Also I saw the arm target aim lenght! But I can't remember if there is also one for the walk and run,we already talked about this months ago,still can't remember if this option was available because I can see a little of zoom between my walk and run transition. Which is perfect but I also want to know if there is some zoom active on this,since in the details there is the arm-lenght aim variable,It's only my impression or there is a bit of zoom played between the walk and run? Just want to say if there is actually a variable that controls it!
Are you using the grab and bite camera with the gameplay camera inside the blueprint or it's always the third person camera?
Also why there is the line "not used by default" on the third person camera? Is just how are you referring it ?
@criss1818 Since this feature hasn’t been tested yet, as I mentioned, it might conflict with other parts of the system. So, it needs to be properly tested, and any conflicts should be identified and resolved. And yes, I think that function could be the source of the conflict.
Why don’t you just triple the damage of the weapons you want directly in the Data Asset? There’s a dedicated variable for that there.
As for the weapon data display widget, I’m not sure I fully understood your question, but we have a function in AC_Combat called ToggleWeaponDataWidget that controls whether this widget is displayed or not.
The reload system is also implemented in the ReloadLogic function.
@smk How exactly did you run into this issue? Have you made any changes to the system? Are you using a custom MetaHuman with a different skeleton, or are you using the framework’s default MetaHuman? Because by default, using the MetaHuman GameMode only changes the player's main character to a MetaHuman, and everything should work fine without any camera issues.
@farshad perfect! The UI is because I want to display a different icon weapon on the hud of the pipe,pistol and shotgun whenever one of these 3 is equipped it shows his icon like the ammo widget that depends on the handgun and shotgun for example! Any suggestion to include this inside the ammo UI or in a different widget?
@criss1818 you can do it in WB_WeaponData, because there you can use the CombatComp variable and apply the appropriate icon based on the weapon type.
@farshad I had changed the whole Metahuman apperance, following the steps provided in your video and documentation. Everything was still working normally at that point.
I have been working on a new "mode" for the character (basically, while a button is held, the character holds a hand up and can cast spells, instead of shooting guns and interacting normally). For this, I did a lot of work in the ABP_Sandbox, base character BP and Advanced character BP. Ive not really messed around with anythibg outside of these (and their components) between the working version and this one.
Ive removed a lot of FPS stuff that SEEMED to have nothing dependant from it (although this could be wrong and could cause the issue).
I tested in the PIE multiple times throughout the process. Before I had touched the ABP even once, everything was still fine. So it was either during the changes to the ABP (but how would that affect which camera gets taken?) or to one of the two other BPs after most of the new mode was setup.
At the beginning of the "advanced" BP, the system checks a DCVAR to see if the game is in FP. Ive tried both making the DCVar value at 0, 1 and also bypassing this. But still, the camera getting controlled is the pickup camera, or at least the pickup camera's location.
If it helps, once I started moving around in the PIE, i can only look left and right and the controls are wonky at best. But the character still responds normally to inputs, and its animations are all fine.
I understand that this is a complex issue with the limited info that I'm giving, this is why I'm fine with you simply pointing me toward some avenues to search on my side. Thanks a lot for your time!
@farshad hello! There is a problem with some post process volume I have,basically in editor is all ok but in game is not showed. I alrrady have set the blend weight on the camera on 0.0 but I cant see any difference,seems like the volume is useless (already set on unbound). Any suggestion? I also have removed all the post process setting inside my camera for testing but nothing!
@farshad I had changed the whole Metahuman apperance, following the steps provided in your video and documentation. Everything was still working normally at that point.
I have been working on a new "mode" for the character (basically, while a button is held, the character holds a hand up and can cast spells, instead of shooting guns and interacting normally). For this, I did a lot of work in the ABP_Sandbox, base character BP and Advanced character BP. Ive not really messed around with anythibg outside of these (and their components) between the working version and this one.
Ive removed a lot of FPS stuff that SEEMED to have nothing dependant from it (although this could be wrong and could cause the issue).
I tested in the PIE multiple times throughout the process. Before I had touched the ABP even once, everything was still fine. So it was either during the changes to the ABP (but how would that affect which camera gets taken?) or to one of the two other BPs after most of the new mode was setup.
At the beginning of the "advanced" BP, the system checks a DCVAR to see if the game is in FP. Ive tried both making the DCVar value at 0, 1 and also bypassing this. But still, the camera getting controlled is the pickup camera, or at least the pickup camera's location.
If it helps, once I started moving around in the PIE, i can only look left and right and the controls are wonky at best. But the character still responds normally to inputs, and its animations are all fine.
I understand that this is a complex issue with the limited info that I'm giving, this is why I'm fine with you simply pointing me toward some avenues to search on my side. Thanks a lot for your time!
Ive been tinkering around, comparing my old version with the recent one, and something strikes my attention. When I read the log, I see that both versions have this line:
LogBlueprintUserMessages: Warning: Failed to find console variable 'DDCVar.NewGameplayCameraSystem.Enable'.
But only the working version has that line that eventually follows:
LogConsoleManager: Warning: DDCVar.NewGameplayCameraSystem.Enable : 1
I've bypassed the check in the code, so I know the variable itself isnt the issue, but it might point to something wrong with the C++ code? Or with potentially a plugin?
@smk Unfortunately, it's really hard to tell what might be causing this without seeing the changes you've made.
Since everything was working correctly before your modifications, and you've removed parts of the FPS system and changed multiple Blueprints, it's possible that something related to the camera setup or its dependencies was accidentally affected.
I'd suggest comparing the working version with your current version, especially the camera-related logic in the Character Blueprints. You could also start over from the working version and apply your changes again, one step at a time, testing after each change to identify exactly where things start going wrong.
Also, as a quick test, try setting the main camera to active in the MetaHuman character at BeginPlay, as shown in the screenshot, and see if that brings back the correct camera view
