Hi, just purchased this. I have tried to use the debuger and AI debug but cannot get the red lines that touch the static meshes/paths to appear. Can you please explain how to get this debug to function? Thank you.
@AdventGamesOfficial17 күн бұрын
Hey there, in the main component of the system there is a debug variable you can turn on.
@user-dingydee17 күн бұрын
@ oh that’s great news. I’ll try it out shortly
@user-dingydee17 күн бұрын
@@AdventGamesOfficial hi again, I see 3 “enable trace debugging” that is set to a selects index and is plugged into a draw debug type (located in the BO_FlyingAIPathfinding and Find Closest Direct Point to Target). I’m having a tough time finding how to match this debug with your video, could you show where it’s located? I appreciate your time, thank you.
@user-dingydee17 күн бұрын
@ oh wait, I changed them to persistent. I will keep testing, I think I found it. Thank you again
@AdamWoolnough198126 күн бұрын
doing this for 3 teams is rather complicated, but i got it working, so it's doable, also when someone dies on a flag
@amigoface28 күн бұрын
just one question please . how to handle the players that may join after the game start . from what i have seen it notify the existing players that a player is attached to a vehicle/ seat with multicast events wich work super fine . but not for the new players that may join the game after it start . at least from my understanding . great vehicle example tho .
@AdventGamesOfficial28 күн бұрын
Hey there, I didnt test that actually, but if you do a rep notify variable on each player, and then call the enter vehicle if that variable is true.
@amigoface28 күн бұрын
@@AdventGamesOfficial cool, thanks for the quick response , really appreciate .
@UnrealAnderson28 күн бұрын
does it work for landscapes as well?
@AdventGamesOfficial28 күн бұрын
Hey there, not it doesnt by default, it only supports static and skeletal meshes.
@IchBinJager29 күн бұрын
Can I ask more questions via messaging to you somewhere? I have many questions about this.
@AdventGamesOfficial28 күн бұрын
Hey there, you can join our discord: discord.gg/ttyHzEd4GM
@iangoold6370Ай бұрын
is this all blueprint based? can i expand on it once i buy it ? for example cast lines 360 all around for 3d awareness ? XYZ
@AdventGamesOfficialАй бұрын
Hey there, yes its 100% blueprints, no c++ code is used. You should be able to expand or change any code you want.
@Tahakhan-rg6tp2 ай бұрын
hey bro can u please make more tutorials on battlefield conquest mode please
@Tahakhan-rg6tp2 ай бұрын
hey bro please make more for this conquest mode in ue5.3 please
@n1nj4lxl2 ай бұрын
Let me say, this is amazing. About to go ahead and buy it, I have been looking for animations for the FPS character and this is exactly what I've been lookinv for. Really good work. You said it doesn't get much traction, I'm not sure why since it really should be. Anyway, keep up this awesome work! ❤
@AdventGamesOfficial2 ай бұрын
Thank you so much for the kind words and for supporting me, have a nice day :)
@AnimClip-dr2ek3 ай бұрын
Now its finally working
@robertbeniko663 ай бұрын
I'm having an issue where I'm picking up the items and they're not showing up in the inventory UI. I used a For Each & Print Strng to print the Inventory array and they're 100% in there. I think the issue comes from the way I set up my UI. On Begin Play, I'm doing a Branch/ Bool to test if it's been created, if False create it, Add to Viewport and set Visibility to Hidden. On Input Action Inventory, check if it's Visible. If true, set the new visibility to hidden. If false, set it to visible. However, this means the widget is only getting constructed once, so the code at 12:15 isn't firing off. I tried changing it from Event Construct to both Input Action Inventory and Key Press I, but both result in the Inventory not showing at all for some strange reason. Any suggestions on how I could fix this without changing my UI visibility code?
@zero-g-racer3 ай бұрын
simple and clever at the same time, good job, i made the same system with Z moves in addition. but clearly the same system
@agha8093 ай бұрын
You did not do anything for vehicle multiplayer. Your vehicle will don't move correctly for dedicated server only for standalone.
@bossmunc234 ай бұрын
possible to switch this to melee attacking such as swords/ bows instead of guns?
@AdventGamesOfficial4 ай бұрын
Hey there, the system has a "combat type" setup as an example that you can change per character, however melee combat is not implemented, you would have to do that yourself.
@kurtissebring3494 ай бұрын
This still holds up
@Tomipolus4 ай бұрын
Wait, so you're casting and checking the whole time on event tick?
@PatrickVitelaYourAverageGamer4 ай бұрын
what if i just want to use melee only. no guns! please and thank you!
@Harley2cool4 ай бұрын
Hello, I love the system. I was wondering if you know how i can Integrate this to the ALSV4 System
@AdventGamesOfficial4 ай бұрын
Hey there, if you join my discord server, a customer that bought the system made a document showing step by step on how to make the system work with alsv4. Here is the link for quicker access: docs.google.com/document/d/1xOtr3cjQV3f7_PMjvbf3owOQsXkBS5GGbXiYjlo9tQQ/edit?usp=sharing I havent personally done it but several people have made it work succefully in our comunity.
@andreww47515 ай бұрын
After you took it and put in the slot, it still shows x2
@OreoRobDog5 ай бұрын
also never use a flip flop use a variable and call it inventory open? then use a branch with in in it its simple and better
@OreoRobDog5 ай бұрын
BRUUHHHH NOW ITS DUPLICATING AND CREATING THE UI
@OreoRobDog5 ай бұрын
ik why its not working lol i made my ui create once and show and hide when the toggle is activated DAMN WELL SHIT
@OreoRobDog5 ай бұрын
it isnt adding the child widget
@Wiggy-t8b5 ай бұрын
How do i increase the speed of the vehicle?
@AdventGamesOfficial5 ай бұрын
Hey there, that is not part of my system, the speed is controlled by chaos vehicle pawn, you need to change the engine throttle curve in the vehicle pawn. You should also search for a chaos vehicle tutorial, there are some settings in the vehicle class that affect the speed.
@Wiggy-t8b5 ай бұрын
Could you redo this in ue 5.4? I cant get it to work
@AdventGamesOfficial5 ай бұрын
Hey there, the process is exactly the same between engine versions. What exactly are the problems you are running into?
@Harley2cool5 ай бұрын
Is it possible to integrate this into the ALSv4 system?
@AdventGamesOfficial5 ай бұрын
Hey there, Its not officially supported, and people in our community have reported some issues because ALS character has extra code where the character rotates and does not respect its vehicle posistion. I cannot recommend to use this with ALS in all honesty, unless you can work out the bugs that will arrise.
@wolfenstein66765 ай бұрын
In the free game project called, Operation: Harsh Doorstop, which runs on UE4, is having problems with their A.I. system. Would you be interested in helping them with this, AG?
@AdventGamesOfficial5 ай бұрын
@@wolfenstein6676 Hey there, I know the game and I would love to work on the AI but im currently super full of work. Are you part of the dev team or just a fan?
@wolfenstein66764 ай бұрын
@@AdventGamesOfficial Hi again, AG, sorry for the late reply, I thought I'd answered your question. I spoke to Bluedrake and his Lead Developer, Pooky, I showed them your work and they said if you want to DM either of them on their Discord they'd be glad to hear from you anytime.
@wolfenstein66765 ай бұрын
That looks excellent, it would be a perfect technique for recreating the tank escort maps from Wolfenstein: Enemy Territory and Call of Duty WWII War Mode in UE4.
@BlenderDestruction6 ай бұрын
Advertising your mesh deformation component so people buy? BOOOOOOO 👎 I would rather make my own
@xjuliussx8 ай бұрын
what about if the car needs to follow a map, like a 2d google map with roads, and he needs to choice the pathway from city to city ? Is this possible with navmesh?
@AdventGamesOfficial8 ай бұрын
Hey there, I do not think so, that would require a very complex code in c++ to be able to generate a nav mesh in google maps roads which I wouldnt even know how to start doing. Also the super massive scale of the earth would mean the nav mesh render times would be massive so I think even using the classic nav mesh is impossible in this scenario.
@mahkhardy85888 ай бұрын
I only need this for a race crash recovery logic. Can this be integrated into an existing system easily without having to create new classes?
@AdventGamesOfficial8 ай бұрын
Hey there, this system only gives you a move to node for the vehicle to move in the nav mesh. I dont think it will work as a "crash recovery" kind of thing, at least not without a lot of extra work.
@Doky8 ай бұрын
You are awesome man. Thank you for your work. To everyone else i highly recommend all his products.
@johndoe357178 ай бұрын
how do i get the nav mesh vehicle to move to spline points or target points?
@AdventGamesOfficial8 ай бұрын
Hey there, I already responded in discord so I will copy paste here my response: "Hey there, please check the tutorials and videos in the documentation section on the marketplace page. There I show how to setup the system to follow a spline but also how to follow other actors, like cars, that was added in the last update". let me know if you need further help
@khallkhall72379 ай бұрын
Looks like a really cool system. Good job!
@AdventGamesOfficial9 ай бұрын
Thank you <3
@DirkTheDaringDnD10 ай бұрын
Does anyone know if this still works in UE5?
@zonerda10 ай бұрын
I dont know what i did wrong but the filtering isnt working
@salsalvador831710 ай бұрын
while this seems to work fine, how would i do so that instead of being destroyed, the actor acts like a ghost (is hidden in game, doesn't collide with other players etc)? with this setup it works but it's very laggy (i guess because the server interprets it correctly but the client doesnt therefore the infos dont match)
@randibeers158510 ай бұрын
Hi, I bought this compass it is working but the North is not pointing to my in-game North. How can I adjust the position of directions? Thanks for making this, it looks very good!
@randibeers158510 ай бұрын
Nevermind, You answered my question in your marketplace description, change the North Direction Offset. Thanks for a great product that is easy to use.
@AdventGamesOfficial10 ай бұрын
@@randibeers1585 Glad you found it. Thank you so much for your support :)
@AndreiGhenoiu Жыл бұрын
This looks great! I was wondering how easy could you get it to follow a road?
@berkulas5207 Жыл бұрын
I am trying to make it but tires are stuck in the air why?
@AdventGamesOfficial Жыл бұрын
Hey there, that is a early bug that should not happen in new versions, so Im not realy sure why its happening. Try a different engine version or a new vehicle mesh I guess.
@aresbs2000 Жыл бұрын
5.3 engine version
@relicoflegend Жыл бұрын
GREAT VIDEO ! really helped me out as im curranty learning , even tho im on a newer version everything is pretty exacts
@dewasha Жыл бұрын
Does the system work with more than 4 seats? When I put more than 4 seats it gives an error: Blueprint Runtime Error: "Accessed None trying to read property CallFunc_Array_Get_Item_6". Node: Add Graph: FindBestSeatTransform Function: Find Best Seat Transform Blueprint: BP_MSV_Character
@IOM3D Жыл бұрын
Do you think it would be posible to integrate a system like dynamesh when making a hole through a mesh? In effect create a tunnel or hole instead of reversing the mesh's normals.
@AdventGamesOfficial Жыл бұрын
Hey there, I dont believe that is possible with my system since its a gpu material effect. Having holes would require collision changes which go way further then my system. So I cannot recommend it for those purposes unless you know a lot about c++ and how the engine works.
@AdireetiVlogs Жыл бұрын
Rather pressing any button to save and load game is there any way to do automatic saving progress in background So when ever i start the game its start with same possition where it left at last time Basically there will be a atuomatic saving system which will save game all time at background
@misterV123 Жыл бұрын
Hello Will it work with a pawn (ship) on the water?
@AdventGamesOfficial Жыл бұрын
Hey there, it wont work unless the ship has built in movement like a vehicle does and a nav mesh to find paths. It would still require some work on your side since this system was made for chaos vehicles (my tutorial would help if you need it). With that said it heavly depends on your ship pawn and how its made, primarly its movement, so I have to say it wont work, at least not out of the box.
@fijiwater7662 Жыл бұрын
When I open the master vehicle anim BP there is no anim graphic please help me