Hello, I hope you will find this comment. I used your gun pack and did the same steps. However when I am clicking the left mouse button to fire/equip weapon, the character mesh is becoming very large in size. Is there any function which alters or balance the size of the character mesh before equipping the Gun?
Hello, that sounds like some problem with additive animations. have a look at fire/reload animations, for example Anim_Pistol_Fire, if they look fine for your character.
@@morty2632 Thanks for the reply, I found the issue was with the animation additive pose. I added the idle pose and it went normal. When I am moving the mouse to turn around the character in idle equipped state the character is not turning but swinging like reverse pendulum in T pose. Is this the issue with IK bones or Blend Mask used in anim layer? I would really appreciate your feedback.
Your tutorials are very clear (even though the audio is a bit soft) Also I really appreciate how you structure your blueprints - with reroute nodes already in place with correct naming, for when users want to merge your packs (magic, melee, guns, archery). It is a pleasure to work with such organized code. Keep it up!
I made a child of the character and the gun is not in the hand, but floating on the floor level between the legs. Also happens when i copy a character. How can I add a custom character without worrying about the floating gun, or is there a tutorial for that already?
following this tutorial, on the 1 key to spawn part, and he does spawn it on 1 key, but when i hit swing he plays the equip animation but nothing is attaching to the sockets Edited: So after putting a break on the 1 key, the Main hand and off hand variables are "Unknown" as so is the "Item Ptr" Variable inside of the update displayed item function and is returning Not valid. please help :) **FIXED** I must not have seen while following the tutorial unless im blind or deaf lol but inside of the "Update Display Item" Function, I did not realize that i had to click on the function itself and inside of the details panel, under the "Item Ptr" variable, you have to open the drop down menu and check the pass by ref and it worked :) I then played back the video and watched very closley and seen him check that to true -_- My dumbass lol
Hi Grzegorz, Your dynamic combat system looks fantastic. As an indie developer on a tight budget, integrating it would greatly enhance my project. Could you offer it for free or at a discount? Thanks for considering!
You should really update the horrible inventory in DCS nothing fancy but at least make it function like a proper inventory so you can build on it and not have to integrate one from another asset pack.
I have a question. Would it be possible for me to get this asset for free and pay you back later. You see I am on a tight budget and I need this urgently. I will pay you back £150 to make up for it your name will also be in the credits if you wish.
Check this tutorial ue4dcs.com/dcs/tutorials/createnewai sections CollisionDetections and SpiderRotation should show you how to use this plugin. There may be a little differences as this tutorial is from DynamicCombatSystem but its pretty much the same.
Hi, health and other stats can be modified through StatsManagerComponent in BP_CombatCharacter you can read more about it there ue4dcs.com/dcs/statsmanager/overview
Hey so im having an issue with the bow not equipping into the hands of the character (im using the manny skin that comes with the project). For some reason. The bow sits at the feet of the character and doesn't move when equipped. The animations on the character and the bow itself do work though and it shoots arrows as normal as well.
Thank you very much for the informative video! I've been looking for the perfect video that helps me for 3 days now. You are a god! Sign up plus support! thanks again !! Many thanks!!
There is a general step Guide of How to migrate from ue4 to ue5 made by epic. You have to make some changes before migrating directly. Look at epics official docs
I have another question, where can I add sth that says (after killing enemy sth happens?). I can't find Kill function in BP_Warrior. I can't even find where that BP has information about Health to change it, can you please help me?
I have one problem, I made new project, everything works fine, but BP_Warrior is not moving (he is not walking or running into my direction) just fighting when I'm close. How to fix it?
hi i bought this pack recently and i am following your tutorial but i cant find functions like get is is combat and is shield equiped are they replaced with something new plz help
hey, this tutorial applies only to DCS ver 5.1 or lower for 5.2+ you need to follow this tutorial to remove equipment & inventory ue4dcs.com/dcs/tutorials/removeequipment
How would I go about altering the weapon sockets of the new skeleton to display the proper location of the new skeleton? It still holds the locations from the hidden skeleton.
Hi, i have question about path point. When i set a road with multiple path point. Each time he come closer of one of them, he getting slow and then take back the speed (i changed with "move speed" i set on parameter. There is something to change ?
It doesn't clip the ground, it rather stops on it. it depends on camera collision setting, if a mesh block Camera channel, then camera will stop on it, it it ignores it, then camera will be able to clip through it.
@@morty2632 Thank you for the reply. You are correct, DCS doesn't clip the ground. My meshes are set to block Camera, but they don't. I'm using SHQ's integration of DCS, RPGii, and ALS. SHQ keeps the camera on the DCS Combat character, but also adds a BPI. SHQ's integration does not clip either. However, after migration to 5.3, I get clipping. AFAICT, all settings remain the same -- everything. I cannot for the life of me figure this out.
great video! i followed the same steps and got everything working, EXCEPT the enemy moving toward me. Any advice? he will attack when i get close, rotate ect, but he stand still. I don't have a patrol set up yet, could that be why? and if so how would i set that up?
Cześć, mam pytanie, czy kupując Paczkę z Samym Meele Combatem powinienem mieć działający ekwipunek? Zauważyłem że da się zmienić miecz/topór, ale np w zbrojach nie mam nic...chociaż pliki z tym czerwonym pancerzem znajdują się w silniku. Jesteś w stanie mi pomóc?
Hej, tak inventory i Equipment sa w pełni funkcjonalne w każdym module. Natomiast jeśli chodzi o pancerze to domyślnie nie są one dodane do inventory Playera przy starcie gry. W Demo Levelu obok startu gracza znajduje się PickupActor, który zawiera wszystkie pancerze, i dopiero po podniesieniu będziesz mógł je założyć.
Hello, Could you tell me, how to adjust the speed between the Actor point and the Actor point, Because I use walking animation, looks like Superman was very fast@@ Thanks~
Hey, most likely your AI character is setup to be possessed only when placed in the world. You will need to change it to placed in world or spawned, this option can be changed in default settings of your AI character.
Hey Greg I own three of your systems from a while back but everything in this video looks different, how should I proceed to merge them into one character?
hey, there was an update to DCS in UE 5.2 with some changes in core of the system, thus new tutorials that applies only to new version of DCS. tutorials for older version ( UE 5.1 or lower ) can still be found there ue4dcs.com/tutorials/videos/implementarchery
So there is always another mesh running in the background? That doesn't sound like good solution. Is there no way how to migrate this to another human mesh?
Of course there is, you could use IK rigs and retargeters to simply retarget animation blueprint and all animations. This of course requires more work but it would be more solid if you are certain of skeleton for you player character. You can see how it was made in older DCS in this tutorial ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-STQmrF9GyT0.htmlsi=C46gafqpfdTtZEz_
Can you replace the animations easily? The left bow hand form is wrong and the release hand. I'm looking to make a proper form archer. Thanks. Looks great otherwise.
On a freshly migrated project, the player does not equip weapon. Every other control besides equipping and attacking works. What do i do? Nothing has been changed im using 5.2.1
Hey, try to put a breakpoint (F9) on events EnhancedInputAction IA_ToggleCombat & ToggleCombat to see if they are being called. If they do, then go step by step (F10) to see where it fails, if you wont be able to solve it, write me on Discord ue4dcs.com/contact
@@morty2632 When I wrote this question I was half asleep and forgot to restart my engine after adding the gameplay tags. All I had to do was restart and the problem was fixed.
It's a handsome spider, but sliding way too much there. makes sense to cheat the rotation sometimes, but when it's walking, none of it's feet plant. Still glorious for prototyping though. <3
yeah but it could be adjusted by tweaking his move speed & animations play rate In this video I didn't touch it, its default - using same values as human AIs.
If you are new and the BP_WarriorAI is not moving or doing anything and causing errors, go to its viewport and set the Anim Class to ABP_CombatCharacter