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Coin 4.27 5.0 BP ‌‌‍‍‎ RPG System: All-In-One Update 3

Major Update 3

June 2022 Update


Overview of the new core features​


  • Quest System​

A highly customizable Sandbox-Like Quest System, keeps track of specific Variables (Custom Variables) and can trigger events/communicate with other objects without any Object References! (Custom Dispatcher)

  • Chat System​

A must-have Chat System to chat with buddies (All, Party, Whisper)
  • Party system​

Party system to be able to quest together
  • Personal Storage System​

A Storage system to store all the trash goodies
  • Custom Dispatcher/Variables​

Reference-less way to communicate between Objects, can be used to create any type of puzzles/quests/events

Quest System​


  • Control your Task status manually from anywhere you want or use one of 11 pre-made Quest Tracker
  • Global Quests (Anyone can accept the quest and everyone contributes Quest progress)
  • Private Quest (Only you contribute, Party-share is optional)
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  • Quest Journal and Quest Tracker Overlay
  • Quest Rewards

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Custom Dispatcher/Variable System​


  • Communicate between objects without any object references, add Server-wide (Global) custom variables or Private Variables with an in-built Dispatcher system to trigger events or use it for any kind of puzzles/Quest. Items, Enemies and Treasure Chests now have “OnExpose” CustomVariable arrays which will get added to the player on Interact/Pickup.

Party System​


  • By default, every client will join the same party (co-op game style)
Can be changed in GlobalSettings➔AutoJoinOnLogin

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While "AutoJoinOnLogin" is enabled, you are hidden in the Party List for yourself. Kicking, changing Party Leader and leaving the Party is disabled as well. WBP_PartyList->Construction()➔ HideYourself(boolean)




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Chat System​


  • Ability to create Private Chats (Whisper, Party)
  • Info Messages are now displayed in Chat (You do not have enough Mana!)
  • Added the ability for Commands in Chat /Help /Whisper or /w

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Personal Storage​


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  • Optionally only allow specific Item Types per Storage Tab (GlobalSettings➔StorageTabSettings)

Improvements​

Added​


  • Added the highly anticipated function to close all Widgets in Order they were opened on a button press (Escape by default)
  • Added the ability to use Blueprints for Visual Equipment rather than just Static/Skeletal Meshes
  • Added Async AI Minion Spawning
  • Added visual Cooldown Material to InventorySlots (Dumbest thing we forgot to add... how did no one notice this?)
  • Added Line of Sight check to the DistanceCheck to Target in the Top-Down PlayerController (DoLineOfSightCheck(boolean))
  • Added Line of Sight check to the DistanceCheck to Target for AI
  • Added Third-Person Control infos to WBP_DemoControl
  • Added Crafting Item Reward Tooltip
  • Added PlayerInfo overhead Widget
  • Added Dual-Wielding Animations (Idle, Movement and Attack | 21 Animations)
  • Added Client Prediction for PlaySkillAnimations
  • Added new Crowd Control "Reduce Movement Speed" which reduces the MovementSpeed by 50% total
  • Added Option "ReduceMovementOnSkillUse"
    (Enabled by default in the Third-Person Example)
  • Added new option "Unique" to the Status Effect, if enabled only one of this StatusEffect can be applied to the same Target, applying it again will result in a reset (If enabled)
  • Added a simple AI Spawner with a respawn function
  • Added PlayHitReaction to BPI_RPGAnimation and 8 example animations (Front, Back, Left, Right | Each for Single and Dual Wield animation stance)
  • Hotbars Slots are now capable of being Item or Skill only.

Fixed​

  • Fixed Input mode in the Third-Person example while interacting with Shop
  • Fixed Inventory Weight Calculation counting Two-Handed Weapon twice
  • Fixed Non-Stackable items always dropping as MaxAmount
  • Fixed an issue where AI won't attack if the skill has "RequiresTarget" set to true
  • Fixed having to clear the VisualMeshSettings TMap in order to get Skeletal Meshes working
  • Fixed OnCrowdControl Function not getting called on the client Improved Interaction Trace in the Third-Person PlayerController Added PlayHitReaction to BPI_RPGAnimation and 8 example animations

Improved​

  • Hotbars can now be Skill or Item only, changed the HUD initialization so it now searches in all childs for HotbarSlots.
  • Improved and refactored the Skill Targeting and Skill Indicator placing, it's now easier to customize it
  • Adjusted BP_Enemy_Base➔CreateHPSPWidget, it has now an option to display the Floating HUD only for the Master
  • Fixed Status Effect HUD triggering for the Host if a client is getting a Status Effect while playing as Listen Server
  • Disabled Widget Drag'n'Drop for Third-Person (Can be changed in the Widget➔Locked(boolean))
  • Attack speed in the StatusInfo widget will now display 100% at default attack speed
  • Adjusted Save/Load for Storage and Quest progression
Update 2

Added​



Shop System

  • Dynamic Shop System which can roll random generated Items based on parameters in the Shop Datatable.
  • Optional Limited offer with a ‘reset timer’ included.
  • Right-Click to buy, holding Control will result in buying x10, holding Shift opens the Amount Selector Widget.






DT_Shop

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(Categorized)

  • Added categories to the shop

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(Rebuy Category)

  • Added rebuy function (With a limit -> Global Settings)
  • Added ‘Sell Price Increasement’ Stat Bonus

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  • Added ‘Buy Price Reduction’ Stat Bonus

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  • Sell Price is shown in the Item Tooltip

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  • Restock function with a timer (above the shop)

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  • Added ‘DisableSelling’ restriction to DT_Item

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  • Added Buy and Sell Price to DT_Item

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  • Added CurrencyIcon and MaxRebuyListAmount to the Global Settings
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Multiplayer Save System:

  • The Save System got a complete rework, it is now capable of storing the saves on the Server and accepting local save files from clients to be loaded.
(Including Hotbar and all other information)

  • Added SaveMethod to the Global Settings:
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Extended and Improved Drop System:

  • Added Chance, MaxTries and MaxDrops to DropGroups
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It’s now possible to create large loot pools, limit the tries of dropping an Item and how many Items can be dropped.

  • Improved the algorithm of the Drop System and fixed the irregular drop time between each item


AI Improvements:

  • Improved the Skill Usage of the AI which now lets you have full control on the skill delay
  • Added Min and MaxLevel to the DT_Monster (It's now possible to have fixed levels)
  • Fixed AttackRangeOverwriteAI not getting applied correctly
  • Fixed issues in some Behavior tasks which occurred in rare cases
  • Fixed Replication warnings with Companions


Skill System Improvements/Additionals:

  • Added a new option called ‘AsyncAoE’ to the Skill Datatable. It’s a new feature added to the Skill System that executes the AoE Damage dealing without stopping the game thread, it improves the performance a lot if a large amount of AI (30+) gets hit at once.
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  • Added a Niagara Particle Spawner to the SkillModules
Item Splitting:

  • Added a new widget for selecting an amount of an Item.
  • Holding Shift while dragging a stackable Item opens the Widget:

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(Press Enter to confirm or ESC to cancel it)

  • Works also for Selling, Buying and Dropping.


Other:

  • Fixed issues with swapping Items in the Inventory
  • Fixed a ‘Invalid Index’ after Learning a Skill
  • Fixed "SupportsObject: StaticMeshComponent" warning in BP_Enemy_Base and BP_CharacterDemo
  • Fixed replication warning "No owning Actor" after spawning Companions as a client caused by accidently calling unnecessary/wrong RPC’s
  • Some other small changes/improvements here and there

Added​


Companion System

  • Permanent AI that fights with you on your side, can levelup, wear Items, spendable stats and a Skill tree!

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(Banner Frame widget: Hp, Sp, Exp, Level)


Summoner/Minion System:

  • Temporary AI with premade stats and skills that fight with you until they die.
(Useful for Summoner/Necromancer classes)



Pet System:

  • Unlock Pets from Pet Cubes(droppable)
Pets can have Stat bonuses and autoloot specific ItemTypes.

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Expanded the Interact System

  • Renamed the ItemGroundTooltip to WorldTooltip and improved it (GetWorldTooltipInfo)
  • Added a Screen Tooltip ("Press [E]" | "Too far away" etc.)
(GetScreenTooltipInfo) (Only used for TPS, disabled by default for Top-Down)
  • Tooltip Text, Color, Visibility can be changed on the fly (Runtime)
  • Distance check
  • Added a NPC dummy example to show how the interact system can be used in the example map
  • Top-Down character now moves to the item until it reached the minimum distance before picking it up(Same as with Treasure boxes)

General

  • Added DefaultClassOverride in BPC_RPGSystem to override the default class(exposed)
  • Added 'IsTwoHanded'(Pure) to BPC_RPGSystem
  • Added 'InventoryTryAddItem'(Pure) to BPC_RPGSystem
  • Added 'IsAnyWidgetVisible' to the Hud Class
  • Added FormationType for Slaves and Companions (Default, Forward, Behind, Center)
  • Added OnHPChanged, OnSPChanged, OnMovementSpeedChanged dispatcher in BPC_RPGSystem
  • Added HP and SP regeneration Stat bonus with functions
  • Added AttackRangeOverwriteAI, UseDelayAI to DT_Skill(mainly used for Companion), however you can still use the "UseDelay" and "TargetRange" in the Enemy Skill List to override these values(Default and Minion AI only).
  • Added a new collision object type "Tooltip"
  • Added LookAt to look at Skill location if SelectLocation is set to true or to look at Mouse location for Top-Down (Optional, can be disabled)
  • Added a bunch of useful functions such as 'GetNearestActor', 'GetNearestActorOutHits', ‘GetNearestInteractableActor', ‘GetNearestInteractableActorOutHits' in BPL_RPGSystem
  • Added the ability in the Third-Person example to interact with objects via mouse if the UI is open
  • Added a MinDistance to the interact
  • Added "SpawnMinion" array to DT_Skills which will spawn the desired Minions on skill use

Improvements​

Improved AI

  • Movement Acceleration (more realistic)
  • Reaction time between chasing and attacking
  • Improved Accuracy when the player "hits and runs"
  • Slaves now keep a minimum distance to their master
  • Some Behavior Tree Task optimizations
  • The AI sometimes stood still after their target died, it will now search for a new one instantly
  • Slaves are now running back to the master if the distance is too big
  • The Initialization of the AI
  • The AI can now level up like a player
  • Improved how the Death of AI was handled in Multiplayer
  • Added Equipment list for AI in DT_Monster (List of items it should wear)
  • Added DamageType and AttackType options to DT_Monster to override the Basic Attack (Physical/Magical | Melee/Ranged)
  • Added 'DamageVariance' to DT_Monster which randomizes the damage based on this value in percent.

General improvements

  • Improved and cleaned up TargetCheck in the Skill System
  • Improved TPS Character Camera, Mesh Setup, locomotion
  • Improved the Interact Trace for TPS and Top-Down for more reliability




Fixes​

  • Fixed InventoryAddItem, the OnItemAdded dispatcher had the wrong ItemCount output
  • Fixed health bar of Enemies being invisible on the client
  • Fixed some Items not showing the Tooltip on ground at beginplay near PlayerStart
  • Fixed Treasure crates not getting highlighted/Tooltip while holding ALT (Show all Items nearby)
  • Fixed Third-Person having the wrong Input mode on beginplay
  • Fixed Third-Person was using BasicAttackServer instead of BasicAttack (needed for client prediction) which fixes "CanWalkWhileCast" for clients too
  • Fixed "LockMoveOnAttack" wasn't working as intended in the Top-Down Controller
  • Fixed incorrect Location on AI spawn with Middle-Mouse in the TPS Example
  • Fixed AI on client stuck in falling state
  • Fixed Clients Inventory not updating after adding/removing a Gem
  • Fixed Clients not receiving the Visual Equipment of other Players/AIs after a reconnect
  • Fixed Clients sometimes not receiving the correct Stat Bonuses (It was only a visual bug)
  • Fixed AIState not getting replicated which caused problems with the PlayerController
  • Fixed being able to put the Shield into the MainWeapon EquipmentSlot via swapping
  • Fixed that StackCountdownOrder stopped the status effect after 2 stacks
  • Fixed Projectiles colliding with the TooltipRange and/or PickupRange Sphere Collision Component (Added a new collision object type: Tooltip)
  • Fixed Damage in the SkillTooltip not displaying the MaxDamage
  • Fixed SkillLocation not getting updated after casting (if "SelectLocation" wasn't used)
  • Fixed Client prediction for Projectile Homing
  • Fixed Client movement replication when having extreme high movement speed
  • Fixed Casting bar not working correctly on the client
  • Fixed ItemCount in the Inventory not getting correctly updated on the client
  • Fixed InventoryRemoveItem being able to remove more items than needed and not updating the client's inventory (which could’ve lead to wrong informations in the craftingUI)
  • Fixed receiving the crafting reward even if the inventory was full, it will now be dropped to the ground
  • Fixed Crafting rewards not being able to have more than 1 amount for non-stackable items



AI
  • Fixed AI sometimes moved to (0,0,0) location after their target got killed by something else
  • Fixed AI AnimationState not changing when items are equipped
  • Fixed AI stats not changing after a Level up
  • Fixed AI ignored ForceDisableMovement
  • Fixed passive skills could be selected as the next skill to use for AI.


Functions moved/renamed:

  • Moved from WBP_ItemTooltip to BPC_RPGSystem since it uses function from it anyway and to be reusable in other widgets:
    • GetStatBonus renamed to CreateStatBonusText
    • GetElementBonus renamed to CreateElementBonusText
    • GetAttackBonus renamed to CreateAttackBonusText


  • Moved GetStatBonusDescription and GetAttackBonusDescription from WBP_ItemToolTip to BPL_RPGSystem and renamed them to CreateStatBonusDescription and CreateAttackBonusDescription.
    • (WBP_ItemTooltip ➤ GetStatBonus got changed)

  • Moved Stat Configuration from WBP_StatusInfoUI to BPL_RPGSystem ➤GetSettings (Global Settings)
Сверху