I'm having an issue with exporting the collision settings. It's not creating a file when I export. How do I resolve this?
@DefuseStudios4 күн бұрын
I don’t know that’s handled by the engine you would have to look online for solutions or setup the collision settings manually.
@bilkens46804 күн бұрын
Can you pick areas where you can’t build ?
@DefuseStudios4 күн бұрын
Yes a no build zone blueprint is included
@casbornstudios20 күн бұрын
Outstanding..
@BarettReback25 күн бұрын
make better growning stage like different plants a small growning plan at first make it 3 different plants with different stages would be great
@DefuseStudios25 күн бұрын
Hi, the system includes different plant growth stage settings. So you can set different plant meshes for the plant to use as it grows.
@JuzekMa25 күн бұрын
i think this is the best tutorial ever for beginners
@demonitgames27 күн бұрын
Best perches i had never regret keep tuts coming !
@yucelbАй бұрын
When I delete face by selecting the character in polygroup edit, I get “cannot cut without face selection” error, what should I do?
@DefuseStudiosАй бұрын
That sounds like you havent selected any polygon faces to delete but I'm not sure the mesh editor is an engine tool so you can try looking that up online
@yucelbАй бұрын
@@DefuseStudios thank you
@andresmeiraАй бұрын
I just bought this kit and its awesome! thanks. I modified the third person camera boom so its 45deg and futher away as I want an isometric type view. How do i now modify the selection system as the character can't grab items anymore.
@DefuseStudiosАй бұрын
Hi, the interaction trace uses the cameras current posion and controller rotation to determine what object the player is looking at, if you need to modify how it works the code for the trace is in the BP_PlayerInventory in the LookAtTrace function and the code for the trace start and end locations are in the InteractionMath function in the BP_PlayerInventory.
@max_games_entАй бұрын
Hello, can you make a tutorial for changing mesh to metahuman pls ?
@tidexzrekdal133Ай бұрын
im prob late to the party but this works perfectly in editor, but when i test pack my project i dont have any starting recipes even tho i added 2 in BP_playerinventory. when i try the learn route, i get a message saying i learnt them, but still nothing shows up in crafting tab, either on player or bench (i tried both) Even the "pocket" inventory size is different from editor to packed, so im missing something somewhere X)
@DefuseStudiosАй бұрын
Hi, when setting the starting recipes instead of doing it in the BP_PlayerInventory try going to the BP_SGKController, then select the BP_PlayerInventory in the Components panel and in the Details panel search for the Starting Crafting Recipes setting in there and set them using that setting instead and make sure Use Learnable Recipes is also enabled in there. If your pocket inventory size is different try setting the Player Inventory Details setting BP_SGKController in the BP_PlayerInventory components settings as well.
@tidexzrekdal133Ай бұрын
@DefuseStudios awesome, thanks for reply. I will try it later today 🙌
@tidexzrekdal133Ай бұрын
@@DefuseStudios Just checked, and it is the same settings on crafting recipes in the BP_SGKController as in the BP_Playerinventory. Very strange that it changes modes from editor to actual game tho.
@AyeKyTheGuyАй бұрын
I was watching this video and skimmed through the comments to see if others had the same issue, but their problems didn’t resolve mine. The AI completely ignores me (my character has both AI and player tags, and none of my code has errors-at least none that show up as errors). The same goes for compiling; while playing, no errors appear in the CMD line either, and everything looks the same to me. I’ve gone through the steps meticulously and have definitely watched this video multiple times. It’s late now, so maybe I’ll check tomorrow; perhaps I am overlooking something. I am using Unreal 5.4, and I did notice that one thing was different: some code was completely missing. The section that looked different to me was at 11:38 in the Pre Frame event, where the code for updating the socket location is not there at all. For me, the event tick starts with the parent tick, going straight to set spread values. I’ve tried placing the aim logic on either side, but it doesn’t seem to matter. I even tried it before the parent tick; no errors occurred, and it just ran through the rest of the code. However, the rest of the AI works flawlessly. They attack each other with no issues but completely ignore my player character, as if I’m not there at all. They walk up to me, stop as if I’m a wall, and then turn around to go a different way since I’m blocking the path.
@DefuseStudiosАй бұрын
The code per frame collapsed node won’t effect the AI reacting to the player. Make sure when you added the tags to the SGK master character that you didn’t add them to a components tags other wise they won’t work. The tags are the only thing required for the AI to see the player so that’s most likely your issue. You can also make sure the Mesh component in the SGKMasterCharacter is set to block the Visibility trace in its collision settings to make sure the AI can see it.
@AyeKyTheGuyАй бұрын
@ i will check into this. I’ve also join this discord I’ve bought this stuff years ago and never join the discord had a project and just played around with a few things love the ideas and frame (pathing) work you’ve made by the way. It’s been helpful in the beginning to learn things a while ago coming back in 4.x but 5.x is slightly different game back to this stuff as I’ve gotten more time to play around with it.
@loopster40Ай бұрын
Can you show me a video on how to set the bed up for when people spawn back in a game? Please.
@DefuseStudiosАй бұрын
To use the bed you just use the bed item in game and place it, enter any name in the text box, then interact with the bed to set the player spawn point. When you die you can click the bed respawn button to spawn at the bed.
@BellbaqАй бұрын
Do you plan on updating these videos to UE5?
@Possessed_OwlАй бұрын
Now I'm just waiting for the bosses. That would be awesome.
@lipponi657Ай бұрын
Fire weapons dont show the "F" for pick in the floating window, but appear with all other items, Axe, grenade, stones, etc... but shotgun, m4 and pistol, dont show this button, it is normal?
@DefuseStudiosАй бұрын
Hi, no that’s not normal you’ll need to recheck the steps for skeletal master item blueprint to make sure it’s setup correctly as that’s where the code key binds for the key binds is added.
@lipponi657Ай бұрын
@@DefuseStudios I fixed it, thank you!
@loopster402 ай бұрын
Do you have to do migration even if you want to start a new project with your files?
@DefuseStudiosАй бұрын
No this is for moving the files into another project
@vy1w1yv2 ай бұрын
Could the AnimGraph retargeting steps be accomplished with a find and replace function?
@DefuseStudios2 ай бұрын
Hi, you can try it but I don't think it would work because the variables that need to be replaced also need the nodes their connected to replacing as well and I dont think there is anyway to find and replace bone names inside anim graph nodes.
@vy1w1yv2 ай бұрын
@@DefuseStudios Thx
@abdelkarimkeraressi14182 ай бұрын
in unreal 5.3 i cant found that interactioninterface can you elaborate more please !!ù! .
@DefuseStudios2 ай бұрын
Hi, if you mean when adding the interface to the blueprint click the add button next to the implemented interfaces setting in the blueprints class settings. If you still can’t find it go to the interfaces blueprint in the content browser and compile it to see if that helps.
@geniscaba11432 ай бұрын
How do i change te X,Y and Z of the backpack and armor when equipped?
@DefuseStudios2 ай бұрын
Hi, typically for skeletal meshes you would have to do that in a 3d modeling program as skeletal meshes are rigged to the skeleton at that location. You may be able to adjust a skeletal meshes location on the skeleton using the engines new skeletal mesh editing tools but I havent really used them much so you would need to check Epics documentation for those tools. If your clothing uses static meshes then they are attached to the character using sockets which can be moved and rotated in the characters skeleton to change the static meshes posion when attached to the character. Theres a video here on how to use either skeletal or static meshes for clothing. kzbin.info/www/bejne/bnWmo4J8eqaims0 Theres also a quick example video here that shows how to change a skeletal mesh equipment item to use a static mesh instead. gyazo.com/c8ea07fcfa59c11f23801409163554eb
@Infinite_PlayC2 ай бұрын
Hey, I would like to know if the product is still supported?
@DefuseStudios2 ай бұрын
Hi, yes this project supports the latest unreal engine 5.4 version and will be updated to support 5.5 when that engine version is released.
@PatrickVitelaYourAverageGamer2 ай бұрын
i would like the spawn to happen everytime the player sleeps and it increases the amount spawn and spawned in more places! can this do it? and would you help me to make it happen?
@henry76962 ай бұрын
any generic migration guide? i dont have SGK
@DefuseStudios2 ай бұрын
Hi, Yes theres a video on that here. kzbin.info/www/bejne/sIa2qWqaiZl1oLM
@Dominator-Cro2 ай бұрын
GOOD JOB
@shoemast2 ай бұрын
Is there any videos on how to make more furnaces or items that can “cook” items
@DefuseStudios2 ай бұрын
Yes you can follow this video when it comes to making the new build part blueprint duplicate the existing furnace build part and use that actor class in the build part list.
@shoemast2 ай бұрын
@@DefuseStudiosthank you!! You guys have great support and documentation!!!
@GhostofLuna-21012 ай бұрын
Is a bot system included?
@DefuseStudios2 ай бұрын
Hi, no AI characters are not included
@Possessed_Owl2 ай бұрын
" turret don't see my player, i followed the tag and all but it's not working" For all those who have this problem - just remove stupid and unnecessary dependencies in tags (bp_turretAiComponent/Perception Check) - tags CONTAINS "Ai".
@BikeTravelerX3 ай бұрын
OK, so i followed your guide carefully and had never compile errors. However, when i started i could kill the zombie and it showed "DEAD BODY" but not LOOT. Did i miss something? Thank you
@DefuseStudios3 ай бұрын
Yes you likely missed something in the SGK Possible Actions or SGK Allow Interaction functions in the BP_MasterAICharacter.
@BikeTravelerX3 ай бұрын
@@DefuseStudios the problem lies here: 0:53 i can NOT add a new BP_SGKInteractionInterface at the inhereted interfaces. There is no "new" dropdown. But there is one at the "Implemented Interface" which i obviously did initially (found out when i checked step by step.... i am using UE 5.4.4 Any Idea? / Solution? The Parent Class is in Fact set to BP_Master AICharacter. This is weird....a bug in the unreal engine maybe? Thank you.
@DefuseStudios3 ай бұрын
You use the which ever Add button you have either on inherited interfaces or implmemented interfaces it depends on the engine version they do the same thing it wont be that. If the actions arnt visible its most likely an issue in the functions I mentioned before make sure Allow Interaction is ticked on and make sure the Return Value in the Possible Actions is ticked on and you have possible action entries there.
@BikeTravelerX3 ай бұрын
@@DefuseStudios Hello Sir, i did all the steps again and at the same point (0:53) right at the beginning i had the very same issue but i continued by adding a new interface to implemented interface and then created all the nodes etc.... this time it works well. however, i have no idea what i did wrong at the first time (obviously i did, despite that i concentrated and was very carefully checking everything twice) thank you for the input
@kurtissebring3493 ай бұрын
Thank you
@Celticninja0113 ай бұрын
the documentation is what sold me to buy this kit. My game isn't even a survival one but I found this to be the best bang for your buck for documentation and features.
@Celticninja0113 ай бұрын
OMG this is clean!
@otherknights3 ай бұрын
Thanks for sharing! This is priceless
@MrDraganCrazy3 ай бұрын
Amazing video,huge work you doing here big like!
@mikekosilov23483 ай бұрын
Hello. I need your help. I created a Static Mesh bag and created a Skeletal Mesh from it. So that it can be worn as a mega backpack. But the problem is that when I equip a bag from the ground, then on the character it is in the legs. I can't lift and attach the Skeletal Mesh of my bag. Please help me.
@DefuseStudios3 ай бұрын
Hi, that won’t work as the bag isn’t rigged to that skeleton this is normally done in a 3D modelling program you’ll have to look around online to find a tutorial for the 3D modelling program you use. If you use a static mesh for the backpack instead you can have it attach via a socket on the character skeleton that you can then adjust to move it, here’s an example of how to do that this is with the included backpack. gyazo.com/c8ea07fcfa59c11f23801409163554eb
@sanktbecks3 ай бұрын
Hello. I saw that they reload 30 pieces when loading the magazine. Is it possible to make a time span in between so that the cartridges are reloaded individually in the magazine?
@DefuseStudios3 ай бұрын
Hi, no when you add ammo to the magazine it loads them all.
@sanktbecks3 ай бұрын
@@DefuseStudios What a pity. Thanks for the quick response
@dayton1733 ай бұрын
Hello how's it going, I'm kinda new to UE, and been picking at it for a week but not luck. How can I make it to where everything can be equipped to the hands without needing any inventory space? like in dayz you can carry anything even being naked
@DefuseStudios3 ай бұрын
Hi, there isn’t a hands slot like dayz, there are weapon slots that weapons can be equipped to that don’t require inventory space.
@dayton1733 ай бұрын
@@DefuseStudios Is there a way I can get the SGKV2 to equip everything to hands without blocking the action with the inventory check? I made a hand slot and it works great just that when I actually equip other items to hands it shows both items (hand slot i created plus the actual hand slot). Would be nice to be able to grab anything and everything without needing inventory space. Any help? Thanks
@MR.GrayStar3 ай бұрын
can you do a tutorial on migrating V2 farming and electrical into one project
@NdkcbjksdbfksdbukcbesBsdji-e1k4 ай бұрын
@ 6:25 when you receive loot in the top middle of the screen, i cant find where to change it so i can move it and modify it, how can i do it?
@DefuseStudios4 ай бұрын
Hi, if you mean the notifications you can change the position values of the Scale Box that contains the BP_NotificationsPanel in the BP_InventoryHUD. Theres more info about edting the HUD in the documentation.
@NdkcbjksdbfksdbukcbesBsdji-e1k4 ай бұрын
Hi, when i add a new tree with a new skeletal mesh it doesnt make any sound when i hit it, do you know why?
@DefuseStudios4 ай бұрын
Hi, you need to make sure you set the Phys Material to the PM_Wood in all the materials your skeletal mesh uses.
@Wiggy-t8b4 ай бұрын
Lets say i wanted to place something only on water, how do i add that to restricted surfaces in the ground check component? Great vid btw
@DefuseStudios4 ай бұрын
Hi, you can set the Ground Trace Channel in the ground check components in that build part's blueprint use to a new channel, then only have the water block that channel in its collision settings, that way the ground trace will only hit the water and only allow placement on it. You can add new collision channels in the project settings in the collision category.
@JerryKid724 ай бұрын
nice disclaimer guy blow
@LoongKinGame4 ай бұрын
Can you make a vedio on integrate smart AI and RTS template?
@Detective_AudioBook4 ай бұрын
I added a sword and when switching from first person I see 2 swords, in third person I see 1 sword, how can I fix it?
@DefuseStudios4 ай бұрын
Hi, there’s nothing in this video that should cause that to happen, if you’ve modified the character meshes or code theres probably an issue there. If you’ve setup a modular character there a video a community member made on how to set that up link in the documentation.
@paulunreal85264 ай бұрын
UE5 crashes as soon I click on Animation/Retargeting ..but when I go to "AnimationSequances" folder it works.. i wonder if this old folder or different
@Wiggy-t8b4 ай бұрын
Hi, is there a way to use multiple behaviors for the same AI? So that a ranged enemy can interact with objects/talk/walk between points and if it sees the player stop doing that and attack?
@DefuseStudios4 ай бұрын
Hi, an AI can only be in one behaviour at a time it then uses reactions to change the AIs current behaviour there’s more info on this in the reaction system video.
@Wiggy-t8b4 ай бұрын
@@DefuseStudios sorry, so it is possible for a ranged ai to walk between points/talk with another ai and then spot the player and stop walking between points and attack the player?
@Wiggy-t8b4 ай бұрын
I bought the kit but i dont have the layers folder :(
@DefuseStudios4 ай бұрын
Hi, this video is for version 2.4 of Survival Game Kit V2 if your using an older version of the project or UE4 you won’t have that folder, the video for those is in the description. If you have Survival Game Kit V2 you can download version 2.4 from your Vault in the Epic launcher.
@capsulekorpmedia4 ай бұрын
Do you have a video on making things an item in world ?
@capsulekorpmedia4 ай бұрын
Like clothes or hats ?
@DefuseStudios4 ай бұрын
Hi, yes there’s a video for adding new items and one for adding new equipment.