Major Update 3
June 2022 Update
Overview of the new core features
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)
Quest System
A must-have Chat System to chat with buddies (All, Party, Whisper)
Chat System
Party system to be able to quest together
Party system
A Storage system to store all the trash goodies
Personal Storage System
Reference-less way to communicate between Objects, can be used to create any type of puzzles/quests/events
Custom Dispatcher/Variables
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)
- Quest Journal and Quest Tracker Overlay
- Quest Rewards
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
Can be changed in GlobalSettings➔AutoJoinOnLogin
- By default, every client will join the same party (co-op game style)
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)
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
Personal Storage
- 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
(Categorized)
- Added categories to the shop
(Rebuy Category)
- Added rebuy function (With a limit -> Global Settings)
- Added ‘Sell Price Increasement’ Stat Bonus
➞
- Added ‘Buy Price Reduction’ Stat Bonus
➞
- Sell Price is shown in the Item Tooltip
- Restock function with a timer (above the shop)
- Added ‘DisableSelling’ restriction to DT_Item
- Added Buy and Sell Price to DT_Item
- Added CurrencyIcon and MaxRebuyListAmount to the Global Settings
Multiplayer Save System:
(Including Hotbar and all other information)
- 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.
- Added SaveMethod to the Global Settings:
Extended and Improved Drop System:
- Added Chance, MaxTries and MaxDrops to DropGroups
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.
Item Splitting:
- Added a Niagara Particle Spawner to the SkillModules
- Added a new widget for selecting an amount of an Item.
- Holding Shift while dragging a stackable Item opens the Widget:
(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!
(Banner Frame widget: Hp, Sp, Exp, Level)
Summoner/Minion System:
(Useful for Summoner/Necromancer classes)
- Temporary AI with premade stats and skills that fight with you until they die.
Pet System:
Pets can have Stat bonuses and autoloot specific ItemTypes.
- Unlock Pets from Pet Cubes(droppable)
Expanded the Interact System
(GetScreenTooltipInfo) (Only used for TPS, disabled by default for Top-Down)
- Renamed the ItemGroundTooltip to WorldTooltip and improved it (GetWorldTooltipInfo)
- Added a Screen Tooltip ("Press [E]" | "Too far away" etc.)
- 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)
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