Coin 5.6 BP Third Person Shooter Kit v2.2 v2.2.0

v2.2 main features:

  • Motion matching (GASP - Gameplay animation sample project) integration - video link
  • Metahuman integration
  • Enhanced input support
  • Features level optimization with streaming
  • Support for UE 5.7
  • Significant improvements for weapon post process grip system

    Example melee sword sci fi game made with TPS Kit and external assets:
    Link
Released on 31.05.2024 - Changelog:
  • Fix for bug with "stuck AI" after hearing shot. That was because for some reason animation for reaction was missing in anim data. And even after adding, engine was removing it after editor restart. Clearly it was engine bug. To fix it I recreated variable for that animation in animation data asset definition.
update to 5.4 2.1.6
Released on 21.03.2024 - Changelog:

Bugfixes:
Weapon system - mesh offset from weapon data was not applied correctly, resulting with wrong offset
Falling to roll to falling - character was staying afloat
Reloading during constant shooting with automatic rifle was not interrupting shooting
Magazine drop mesh was not ignoring "stand up check" which could result forcing to crouch in some situations
AI - skeletal mesh was falling through ground on basic level because its collision settings. Now mesh is blocking world dynamic channel
Player walk speed and crouch walk speed was not updating upon changing default value
Melee attacks during crouching was not behaving properly - mesh was standing up and clip through geometry
Animation transition between weapon equip was popping
Animation transition pop with unarmed state when equipping weapon
Canceling sliding on fall

Features added:
AI has now free roaming patrolling option (same like civilian preset)
Weapon attachment sockets are now exposed in character. So you can use different sockets per character BP. For example: This is useful when one mesh has backpack and other don't but they share skeleton. So this way socket one can use socket that fits weapon better to backpack model.
Weapon attachment sockets can be now overridden in weapon data so you can use custom socket per weapon. For example: Revolver can have specific place for holster location
Weapon change on mouse wheel up and down
Option for AI to now play "confusion" reaction when alarmed from hearing shot (PlayReactionOnHeardShot). Enabled by default
Latest update - Third Person Shooter Kit v2.1.4 - Released on 20.12.2023 - Changelog:

  • - Added unarmed weapon grip - this way you can easily change unarmed pose animations in anim data
  • - Post process weapon grip per weapon - added option to add post process grip per weapon. This way you can tweak arms post that fits with gun. This gives of flexibility for custom skeletal meshes and weapons.
  • - Added option to not spawn weapon item after AI death
  • - Various optimizations, typo fixes, bug fixes, added comments, quality of life improvements
What happen: left hand IK is enabled for melee weapon even if it shouldn't be
Why it happens: wrong conditions for IK settings
How to fix it: change conditions for AI and player anim blueprints like on screen shots

1688525870172
Update for Third Person Shooter Kit v2.1.1 is finally live!

I've decided to release current version with bug fixes and weapon grip post process before going for a break.
Like I've wrote before - I didn't made all quality of life improvements, but I didn't want to make you wait longer.
List of bug fixes is in documentation.
To get update, restart Epic games launcher and go to vault, delete project local cache and then download updated project.
You can see if project is updated in project settings or in features level (big text in the middle of level)

Changes:
- Compatibility - one package version for UE 4.27, 5.0, 5.1 and 5.2. That meanst even if you will upgrade engine version, everything should work fine.
- Weapon grip post process tool - I added additional code for animation graph, which lets you manipulate weapon grip (arms, hands, weapon). This is to solve common problem after importing skeletal mesh
for player/AI - arms are longer/different proportions etc. so it wasn't accurate. Now you can adjust it in real time as you like. How to use it - there is property in player/AI character called
"weapon post process" and that's data asset. I made example one already so you can assign it and tweak it. In data asset file you can enable various settings. All of them has tooltips
with descriptions what they do. Soon I will make a new video about it.
- Continous sprint after vault - enabled by default
- Plenty of bug fixes and quality of life improbements or small features. That's too many to list it here. Also I don't remember everything, it's been good few months of work.

More updates and videos is coming in next few weeks.
If you have questions, please write on channel (use search fist, because they might be answered already)
No trailer this time since it is smaller update. Update is of course for free for current users.

Thank you for ongoing support! 🙂
TPS Kit v2.05 release notes.
General:
- Removed old unused or depracted files, which significantly reduced project size
- Folders/files rename and restructure
- Removed unused anim curves, skeleton notifies and montage slots
- Removed plenty of unused nodes and annotations all around the project, at the same time adding new comments for logic
- Assigned exposed variables to proper groups
- Reparented sub animation blueprint classes, so now they all inherit from anim instance, instead of custom anim instance classes, since it wasn’t needed
- Renamed main classes for easier use, for player and AI - BP_PlayerCharacterBase and BP_AICharacterBase
- Cover system – moved rest of animations to data asset - DA_MannequinCoverAnimData
- Added general anim notify for making noise – before it was done with skeleton notifies

Gameplay:
- Now sprinting can be started from crouching
- Updated camera system – added also new cameras for traversal mechanics
- Sliding now can be started when character gets momentum, when it sprints for a bit, instead of immediately after sprint starts.

Fixes:
- Laser sight now points correctly to crosshair location
- Front hand IK blend fix - one handed weapon was disabling too soon, which was causing pop on holster
- Turret and flying turret idle sound attenuation corrected
- AI can now pickup items during random combat behavior
- AI – fixes properly blocking shooting and melee attacks during knockback state
- AI fixes for finding items logic – better pathfinding and condition check fixes
- And plenty more…
Сверху